View Full Version : SPECIAL LIT, WHAT IS IT FOR!
hp7130p
28th Dec 2000, 10:13 PM
i have areas in my intersected brush<column> (1 long cylinder , 2 cones and 2 short cylinders) that are unlit and i tried mixing either:bright shadows, dirty shadows, bright corners, low shadow detail and high plus unlit. i seem to
get these dark areas when i use the "torch flame" in light properties mostly or when i start to increase the brightness and as for the other light properties i get mixed results. what i don't get is what the hell is "special lit" under the
surface properties and lght properties window. is it like the build engine in duke3d, whereas you can select a single surface and give a numeric value for the brightness? or am i smoking mota! PLEASE HELP!
A_Huge_Sweaty_Baboon
28th Dec 2000, 11:50 PM
When you enable special lit on a surface, all the ordinary lights around it will not light it up.
But if you change the SpecialLit value to TRUE in a light property box, that light will illuminate the surface.
So you must be thinking: "whats the point? Right?"
With this you can create lovely lighting effects like the moving blue lights in DM-Phobos that have no effect on the surrounding surfaces.
Open up Phobos in Ued to see what i mean, there are rotating lights placed near and they create the effect on the special lit surfaces.
ChrisToth.hu
29th Dec 2000, 04:46 PM
An advice:
But make sure you check the radii. Because if you put speciallit areas close to each other with different lights/colors then you will notice strange things like: Why is this surface so bright and why is it so strangely colored?
That light doesn't seem to reach this surface then why???
That sounds funny but you won't think about that when you encounter such problem. Right click on the top view and under Actors select radii view. If the red circle is reaching the other surface lower the radius of the light.
hp7130p
30th Dec 2000, 06:04 AM
i redid my pillar and i still use seven brushes. i don't have any problems with unlit areas when i build it one step at a time, everytime i add a brush to the pillar i intersect(this is what i read today that i should have done as of 22:00 hours)until it is finished. everything looks ok so far until i decide to make a copy of that pillar. the orginal pillar has a thin block at both ends
and both contain 6 surfaces but when i make a copy of that pillar by using a red square that surrounds the pillar and hit intersect and then export that's where the problem lies. when i import the brush (so i can have two columns) the top and bottom base of the pillar(thin blocks) surfaces have
been divided into multiple sections with 3 surfaces being unlit. so what did i do wrong because if i build a column from scratch and not use a copied one there is no problem?
ChrisToth.hu
30th Dec 2000, 09:54 AM
If you intersect a complex brush then the new builder brush will have extra nodes joined with new segments.
Try just duplicating the whole stuff.
Luminuis
30th Dec 2000, 05:17 PM
er wha? huh? When I intsect a brush I make a big room *I usually add the redeemer for UT or for U i just add a ton of weapons* but just keep it seperate and create the brush by adding them, then I surround it with a shape (any will do, this I have learned) and as long as it gets all of the object, and gets only that object, I simply hit intsersect, move the new brush into my level and place it where it should go and hit add. It's that simple *for me anyways*
ChrisToth.hu
30th Dec 2000, 05:43 PM
Ok that's good. BUT:
If you creat a damn big damn complex Temple for example (which you could see from outside in your level). You won't intersect it and add, it would you?
If yes then you aren't that good as you say...
Luminuis
30th Dec 2000, 09:44 PM
first off, what do you mean by "big", complex? or huge? and what do you mean you can see it outside your level?
ChrisToth.hu
31st Dec 2000, 09:37 AM
What do they mean to YOU?
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