Q. What does the setting on the editor level compile menu 'default ambient lighting' mean?
A. This is the color (RGB) used for ambient lighting - a basic light level for the entire level.
The color depends on what you're trying to achieve... for example:
For a dark or semi-dark level I either use 20 20 20 or 45 45 45. Both of these are a grey lighting. That way with no lights, you can still see a hint of what's going on.
For a snow level darkness, I use 20 20 45 (RED GREEN BLUE).
You get the idea? The lower the values the darker the light. The lower each value goes, the less color from that particular color.
The same applies to you're lights, suns, etc.
Level Building - Lighting
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- QuestOfDreams
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- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
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- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
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Q. What is radiosity?
A. Radiosity, an option on the compile menu, is light from textures glowing on other textures, mainly it makes softer lighting and more colors.
Compile times get much longer and the .rec files used for the lighing calculations may become rather large (some 100 MB). You can delete them after the level compiles.
A. Radiosity, an option on the compile menu, is light from textures glowing on other textures, mainly it makes softer lighting and more colors.
Compile times get much longer and the .rec files used for the lighing calculations may become rather large (some 100 MB). You can delete them after the level compiles.