leileilol wrote:How do you control a precompiled light variable?
Well that wasn't very clear of an answer if you don't really understand how the format works, but.. Yeah, unfortunately the shadows are baked into the map. Not very dynamic.
are there any other ways to make the map brighter or darker from engine?
r_fullbright makes the map bright
is it possible to change the brightness value of r_fullbright?
Well it certainly wouldn't cast shadows correctly, and I'm not sure if it's built in, but adding that feature into the engine should be pretty simple, just adjust the contrast between shadows/lights, right?
lightstyle 0 controls all the static lights in the map, this can be set by quakec just like any other lightstyle. That's how the screen pulsed to black when you kill shub.
You could use different lightstyles for different lighting conditions (at its simplest, it could be day/night) and then change the levels of them to make a smooth transition between them. There'd be no way to change the sun direction without some heavy modification of the light program, but you could place lights to give the impression of the sun being in a particular direction. There's a limitation to the number of simultaneous lightstyles that can be used on a face though, iirc.
if its single player, you could make a trigger that turns off one light, turns on another, and centerprints "time passes" when they're inside somewhere.
but that's probably not practical.
Bigmap had three lights, one on each opposite (west/east) horizon and one directly above and it blended the three of these using lightstyle, so basically what KrimZon said. It looked okay, but Bigmap was essentially all cube shapes, and that's what it looks best on.