World Spawn
This is where you set the overall look for your map lighting.
There are two ways to edit worldspawn settings. After opening a map in
radiant, press the “n” key. You can access the worldspawn settings and input
values into the key and value boxes.
The other (preferred by me) way is to open the map in a text editor and
change the values that you find at the top of the page.
By default, the lighting settings are empty. You can input them manually or
just copy and paste from another map to get started.
Direct Light
Direct light is basically anything that is in a direct sunlight. This is
where most of the normal and specualar values can be seen.
sunlight
- Sundirection # # #: The axis are based on world space not local
to the light. The first number is the north south axis. The second number
is the up down axis. The third is the axis through the light and therefore
usless.
- 0 0 0 --- light comes from the right
- 90 0 0 --- light comes from the bottom
- -90 0 0 --- light comes from the top
- 0 90 0 --- light comes from the top
- 0 180 0 --- light comes from the right
- sunlight #: The brightness of the sun light. Values over 1 will
be overbright.
- suncolor # # #: there are 3 values to set for suncolor. Radiant
uses a range from 0-1 instead of 0-255.
you can pick the rgb values you want and then divide that number by 255 to
get the value that fits in the 0-1 range.
Indirect Light
Indirect light is anything that is not in direct sunlight. Bump and spec
values are about 30% intensity.
Shadows and Shade
- ambient #: This is the amount of ambient light added to the
scene. I usually use ambient to set what I want the darkest dark to be. If
you go too high the map tends to look flat.
- _color # # #: This is the ambient color value.(Isnt it
obvious?) Use the same method for _color as for the suncolor to get the
ambient color. This value also mixes with the sun color.
- diffusefraction #: This is the brightness of the indirect light
source. If you use a value of 1, sunlight is not visible.
- sundiffusecolor # # #: THis is the color of the indirect light
source..
- bouncefracion #: This is the intensity of the GI calculation.
Higher numbers result in flatter shading where light is present.