Game Development Community

Dts lighting

by Tony Lamba · in Artist Corner · 06/08/2004 (6:02 am) · 3 replies

Well I am not sure this is a modeling problem. I have been able to map and model my dif and dts files fine. My lighting inside my dif is fine, and my portals are set up etc. The problem is, when ever I move a dts object from outside into an interrior, the texture turns almost all pitch black (if not 100% black). I guess there is some logic to this, as sunlight is not reaching it. But I guess the engine doesnt do well for calculating light from the dif lightmaps to cast onto the dts near it. Perhaps there is an ambient toggle for each object? I am prety sure there must be some work around.

Thanks.

#1
06/08/2004 (9:29 am)
Sounds like you've got the portal set to not let ambient light pass through.

Check the docs (I presume you are using Quark, which I am not familiar with), I'm sure it explains how to setup a portal and where to go toggle the ambient settings.

In Hammer, you set the portal brush to entity (by clicking "ToEntity") and then make it a "portal" type. Under properties for that brush, you will see an option for "Ambient Light" which can be either "Let pass through" or "Do not let pass."
#2
06/08/2004 (11:33 am)
Yes I know how to edit that for portals. Problem is if I let in the outside light, it kind of defeats the whole purpose of setting up my internal lights and my nice lightmapping.

Not to mention, I dont want my inside scene all washed out.
#3
06/08/2004 (11:38 am)
What map2dif compiler are you using? (tgerad?)