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maybe try t;bkering with environment intensiry\brightness i did that so i could make night maps like planet x
maybw give that setting a gi in world properties just type env in search box will see the setting
find the right ballance
will have to rebild lighting a few times before it look the way you want it ti look
also emissive objects or materials may stand out more
esp skydome
after lower environment intensity one can make it night and can achieve a black sky with stars etc
set it too dark then if set a lights brightness to 0.000001 it almost pitch black
Though then again, there's always been a minor change in lighting after it's been built into the map, might be a compensation factor of sorts to reduce in-game lag, because high-quality movable/toggleable lights are quite a powerful producer of lag, and the game just seems to 'burn' the lighting into the static meshes and surfaces during the light building process. Kinda like tanning.
Maybe you'll have better luck not adding a lightmassimportance volume or using togglable or even movable lights which get processed differently? Though expect building lighting to be a real pain with enough of those. It was not particularly cooperative when i was building the Derelict Station map which had tons of toggleable lights. Also, curious idea, you could add a spinning object and attach movable lights to it for a disco floor or something, should it suit that arcade-esque level. Or so i'm thinking the editor's capable of that anyway.
I don't mind minor changes but like you see in the pic, I'm going from spots of light to big bright areas.
Bloody kid's nicked my pc for now, so testing will have to wait.
Also disco ball sounds mint, however it's a 1:1 of another postal 2 map.
i usually copy one from a vanilla map and paste it in mine then tinker with a few settings in it
the template maps have crap lightmass volumes
also if theres no lightmass volume the welder wont show scorches properly or if walk from one end of map to other things outside a lightmass volume can disappear usually its dynamic decals like scortches or broken lantern scorches or goo jar splats or eggnog splats
while i was making planet x i did see that happen so yeah a good idea to have lightmass volume covering all playable areas of ya map
Gunna try messing with a post proccessing volume, see if that helps any
The thing the editor doesn't show so easily is static shadowing, some objects that look clean and sharp in the editor might actually have no shadows at all once built. Though that's probably not the case here.
Post process volumes help a lot to improve contrast and colour balance(with a lot of tinkering), so that may be your next best bet.
And of course messing with the lightmass settings and ambient lighting settings.