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InsideQC Forums • View topic - "Forcing" light on model ?

"Forcing" light on model ?

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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"Forcing" light on model ?

Postby CocoT » Mon Feb 22, 2010 4:23 am

Alright, this is probably a very silly question, but since I'm stuck, I'm hoping one of you could maybe help me :)
I've been working on this map that uses lots of func_trains (nicely packed on the far side of the map, while the path corners are in the middle of it) and I have some issues with lighting the whole thing so that the player weapon is properly lit. Whatever I do, it always seem to be dark (even when I increase the ambient light to the max). Any suggestion on how I could fix that? :P
Oh, and my mod is using Darkplaces only, by the way.

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Postby metlslime » Mon Feb 22, 2010 8:50 am

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Postby CocoT » Mon Feb 22, 2010 2:00 pm

Ooh, I see... Thanks! I'll try that :)
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Postby CocoT » Mon Feb 22, 2010 2:53 pm

Yat, it's working now! I was a little concerned at first because the bottom part was sky (it's a transloquake map, so it's basically a big sky box), and it didn't work. I obviously didn't want to have the bottom part hard floor. Then figured out that by putting a floor under the map, it did the trick! Awesome! :)
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