Light multiplier

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Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Light multiplier

Post by Veleran » Wed Oct 15, 2008 9:49 am

I placed several spotlights (radius 45) in the same place to simmulate the candle flame and get the light falloff effect on the staticmesh table.
The top planks are quaded by two segments,and these two vertexes maybe improved the falloff.

One light was not enough,and i dont want to raise the light radius so if there was a multiplier for the light intensity 1.0 - 2.0 - 4.0 etc,i would use only one light.
The sun and sunlights have a seperate value for intensity (default is 150).
On mesh walls,the lights that are close need some extra strenght.
Generaly staticmeshes look much darker than any nearby bsp sharing the same light.
Attachments
Staticmesh_furniture-2.jpg
Staticmesh_furniture-2.jpg (45.65 KiB) Viewed 1290 times
Staticmesh_furniture-1.jpg
Staticmesh_furniture-1.jpg (38.26 KiB) Viewed 1291 times
Last edited by Veleran on Sun Oct 19, 2008 10:46 am, edited 5 times in total.

Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Light multiplier

Post by Veleran » Wed Oct 15, 2008 10:00 am

And,the Stencil shadows are cast on the Sep table only when the player is near the light.
In pic 2 the shadow is absent.
The player makes a few steps to the right,and the shadow appear(see pic1).
If these shadows are fixed to be steady no matter wherever the player is,it will be better.
Attachments
Staticmesh-SEP_2.jpg
Staticmesh-SEP_2.jpg (36.08 KiB) Viewed 1285 times
Staticmesh-SEP_1.jpg
Staticmesh-SEP_1.jpg (48.89 KiB) Viewed 1285 times

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