I've been exploring the lighting objects in TSW6 PC editor and i got it to work some what and i donno if anyone can answer this but how do you make it brighter. i used the point light object and i have set the illumination settings to the max and it not bright at all and i even baked the level and nothing changed. do i have to import the level in to the game to see the full results.
TSW uses real-world brightness values and the default UE4 presets aren't set up for that. What you need to do is click the "intensity" field in the point light and type in a higher value than what the slider allows. That should give you some good results.
ok so there setting that i turn off called inverse squrared fall off and it made the light so much brighter. but before i had to set the light cd very very high like 100000.00 cd to get good light source. i watched this video to some what get good understanding
100k brightness seems like a lot so there is probably something up. As for the inverse square falloff, That's commonly used alongside with disabling shadows to create fill lights. Basically light sources that aren't supposed to be visible but that should somewhat uniformly brighten up parts of the scene. Might be interesting to look at "Show > Visualise > HDR (Eye Adaptation)" as there is a graph showing what the eye adaptation is doing. If it doesn't shift upwards when you turn on the light and so on.
Remember that increasing light brightness doesn't make it reach futher away. That includes loco headlights. Brighter light is just brighter but it fades in same distance. You just see that 20 meters brighter.
That's what the attenuation radius does. It tells the game not to bother calculating the light past a certain distance (with a small blend at the end). Normally, you should set it at a distance where the effect of the light isn't visible anymore. For super bright lights though, the correct distance would be massive so you might want to reduce it.