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I spent a long time compiling a map with different light_environment properties for this video,
so you don't have to.
Now, sit back and enjoy.
- We covered this in the first video. It chooses the light_environment's direction, and therefore
the direction of the light that the toolsskybox texture casts.
-The pitch should be the same as the PITCH value directly above it. If it isn't, make
it so it is. If you're trying to make a sunset and the sun isn't moving closer to the horizon,
it's likely that either your map isn't compiling...
...or this value isn't set properly.
This property determines the brightness and colour of the light.
[255 255 255 200] The first three are the RED, GREEN, BLUE values
for the light, the last number is the brightness.
It is very easy to change the colour. I'll quickly show some examples.
As you can see, it is a bad idea to make the colour too vivid.
Stick to white, or very pale colours, even when making night-time maps.
Now onto brightness.
Here it is with normal 200 brightness
Here is 800 brightness. Notice how with HDR, it doesn't make the landscape much brighter,
but instead makes the sky look darker.
By reducing the brightness, you can eliminate shadows. However, even at 0 brightness, there
is still light in your level.
For night-time, or very dark levels, you will need to reduce the ambient value of the light_environment
entity.
This property determines the brightness and colour of the shadows. It works in the same
way as the brightness does.
Here are some examples.
And now for different colours.
I will cover these two together, because they're very simple and pointless.
When HDR is enabled in-game, BrightnessHDR and AmbientHDR replace the Brightness and
Ambient values for the map. -1, -1, -1, 1 means that they remain the same
as the Brightness and Ambient values that were covered earlier in this video. I suggest
keeping them that way.
These two values allow you to alter the strength of the HDR. Its default value is 1. 2 would
be twice as strong, and so on.
These examples should show you how it works.
Increasing this value makes the shadows blurrier, as you can see here.
[Uncomfortable silence)
And that concludes this tutorial. You now know everything there is to know about the
light_environment entity.