Please or Register to create posts and topics.

Lighting... I Don't get it!

Page 1 of 2Next

Ok, so... I've been working on maps for portal 2, and actually am getting at it! But one thing that just gets me stuck every time is lighting! Can anyone point me to a portal 2 sdk advanced lighting tutorial? Or help me... :3 I want to start mapping for actual purpose... I just need some help!

Image

What kind of lighting do you want?
Skybox lighting?
Dynamic Lighting?
Fog Lighing?
Normal Lighting?
Or Wall lights lighting?

All of it. Except skybox... My maps just seem darker than normal maps should... It's not a problem, I just am lost when It comes to lighting...

Image

Fog:
http://www.youtube.com/watch?v=Mz-qwPfYpbs

Dynamic Lighting (only shadow):
Compiling with
-StaticPropLighting
-textureshadow
-StaticPropPoly

Normal Lighting:
Add a light or light_spot to your map and set your colour

Glass Lights:
http://www.youtube.com/watch?v=taKtmMYbIRY
(this is easier than the light holes from portal)

Here is my situation

Image

First I tried this Instance... (Pretty fail-ish)

Image

Then I tried these Panels (Instances). Which seem to give off barely any light what-so-ever (Also Fail)

Image

Then I added normal Lights to the panels giving me this: (We're getting somewhere!)

Image

I even tried env_projectedtexture (Nevermind)

Image

I want my light-panels to look like this [Which in fact have no entity:lights above them, like I tried] (Good job valve...)

Image

This is where I get frustrated :thumbdown:

Image

So you place the instance model of those lights you want, where you want. They don't cast any much light if no light is in the instance. Now you can do 2 things.

1: Place a Light in the middle of the model. Make its brightness about 185 225 219 100 (At the picture above i see there is used 2 lights at every model. You can do that too. You can easely see where the light is place if you look where the light casts out from the model)

2: Place a Light_spot at the same place as where you would put the light, and make it point up. I guess the brightness would be the same: 185 225 219 100

Mostly lurking

Hi,

If you find some lighting that you like or want to try out, just decompile the map that has it in, and see how Valve did it.

I hate lighting, so that's what I did to try to learn and see how to do it.

Rob.

My Portal2 Map: Trapped

My Travel Blog:
Image

If you think your room is too dark, just set a single "light" in the middle of the room. Don't place it at the wall, but exactly in the middle. that should really make your room brighter. The player won't notice it, but these lights are the main source of brightness. If its too bright reduce the last number in the "brightness"-property.
Then, to lighten the white panels like you showed on the picture, just take the normal lights/light_panel_x_med instances. Those emit only very less light, but enough to give these panels a nice touch.
I've also learned that if you don't change any of the quadratic/linear/constant/50%falloff/100%fallof the light will look the most natural.

Hope I could help

The Aperture Alpha
A map pack coming soon. - click for more information
Image
BrainstoneX wrote:
The player won't notice it, but these lights are the main source of brightness

Sometimes you do notice it if the room isn't that big. Then when you walk beneath it the portal gun gets lit up. That kinda annoying

Mostly lurking
Page 1 of 2Next