angrypenguin on 11/1/2006 at 21:09
How can I add light to a level without it affecting the light gem?
At the moment I have a medium room (with no windows) and am using some standard wall torches for the main light. I am also using some very dim omninoshadow lights for a little ambient light. The problem is that all my static meshes and everything is in the dark yet my light gem is quite bright and AI's can see me from across the room.
I wonder if anyone could reccomend an alternative solution to avoid pitch blackness.
Ziemanskye on 11/1/2006 at 21:15
Um, Picture of that?
Ziemanskye on 11/1/2006 at 22:10
Still don't entirely understand the problem.
In general the mimimum light level for a map should be set in the level properties (F6, or on the View menu I think) - what you set it to can vary a lot on what kind of mood you want, but a low value (8-16 brightness, sat and hue to taste) is usually okay.
Occasionally fixes the inverted lightgem thing too.
angrypenguin on 13/1/2006 at 17:14
ok thanks...
I will have a look and experiment a bit
angrypenguin on 15/1/2006 at 21:29
Quote Posted by Krypt
There is a property you can add to lights, LightLevel>LightLevelWeight that allows you to control this.
Thank you I will try it later...
Crispy on 16/1/2006 at 00:55
Quote Posted by Krypt
There is a property you can add to lights, LightLevel>LightLevelWeight that allows you to control this. It is a decimal value, 1.0 = fully effects your lightgem based on its light value, 0 = has no effect on your lightgem despite the light value. We ran into the same problem you did with moonlight in the original maps. We had maps that looked pretty dark because they were lit with a dim blue moonlight, but the lightgem was always bright. Therefore we added this property to all blue lights used for moonlight and set the value to 0.4 or so. This property allows you to tweak the lightgem's behavior to match what you would expect it do based on how the map is lit.
Ahhh. Thanks Krypt, that's very useful! I've been having similar issues myself. I usually spend more time tweaking lighting than doing just about anything else - can never get it right.
Also, is it just me, or is the 3D window in T3Ed darker than in-game?
angrypenguin on 16/1/2006 at 16:09
Yes I think it is for me to...
I find lighting one of the hardest things to do in theif and this will help alot.
scumble on 20/1/2006 at 11:49
Another thread constructed from the newbie thread - note that Krypt's original reply is missing because he replied to 2 questions in the same post, but Crispy has (
http://www.ttlg.com/forums/showthread.php?p=1389586#post1389586) quoted the relevant response.
Quote Posted by Krypt
Quote Posted by angrypenguin
How can I add light to a level without it affecting the light gem?
At the moment I have a medium room (with no windows) and am using some standard wall torches for the main light. I am also using some very dim omninoshadow lights for a little ambient light. The problem is that all my static meshes and everything is in the dark yet my light gem is quite bright and AI's can see me from across the room.
I wonder if anyone could reccomend an alternative solution to avoid pitch blackness.
There is a property you can add to lights, LightLevel>LightLevelWeight that allows you to control this. It is a decimal value, 1.0 = fully effects your lightgem based on its light value, 0 = has no effect on your lightgem despite the light value. We ran into the same problem you did with moonlight in the original maps. We had maps that looked pretty dark because they were lit with a dim blue moonlight, but the lightgem was always bright. Therefore we added this property to all blue lights used for moonlight and set the value to 0.4 or so. This property allows you to tweak the lightgem's behavior to match what you would expect it do based on how the map is lit.
Komag on 21/1/2006 at 14:27
Quote Posted by Crispy
Also, is it just me, or is the 3D window in T3Ed darker than in-game?
I don't think so. Rather, I think it's just a matter of having other bright stuff on the screen at the same time, which makes your eyes adjust to the overall light amount and thus makes the 3D window appear darker. If you duct taped your monitor except the 3D window I suspect it would appear much brighter