Some level problems
Quote from pikaguy900 on September 1, 2012, 1:25 pmHey, I've been away from working with Hammer for a long time, and now I've suddenly found myself with a familiar issue: the lighting in the map isn't looking the way I had hoped. I'm really not sure why at all. It's...not very bright at all. Some example pictures taken by a friend:
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764257122
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764250608
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764242191 (the floating light was added because of the next picture)
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731756582132 (from before I added the floating light; see how dark it is?)I really do not understand why it's so dark; I can't mess with the scale of the texture because I used instances for all the lights. Am I forgetting something important? Are my textures wrong like last time? Am I using the wrong instances? (They're the "med" lights; the ones at the end of the list didn't extend the way I wanted them to.) Or, is it actually working correctly and I just need more lights? I'm confused... Here's the level:
https://dl.dropbox.com/u/26851686/h_s_area1.bsp
(Also, you'll really have to bear with me regarding getting this fixed; I literally cannot play a level in Portal 2 without my graphics driver crashing, which crashes my computer if portal 2 is not killed fast enough, so I really have to rely on everyone else to make sure this looks right...)
Hey, I've been away from working with Hammer for a long time, and now I've suddenly found myself with a familiar issue: the lighting in the map isn't looking the way I had hoped. I'm really not sure why at all. It's...not very bright at all. Some example pictures taken by a friend:
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764257122
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764250608
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764242191 (the floating light was added because of the next picture)
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731756582132 (from before I added the floating light; see how dark it is?)
I really do not understand why it's so dark; I can't mess with the scale of the texture because I used instances for all the lights. Am I forgetting something important? Are my textures wrong like last time? Am I using the wrong instances? (They're the "med" lights; the ones at the end of the list didn't extend the way I wanted them to.) Or, is it actually working correctly and I just need more lights? I'm confused... Here's the level:
https://dl.dropbox.com/u/26851686/h_s_area1.bsp
(Also, you'll really have to bear with me regarding getting this fixed; I literally cannot play a level in Portal 2 without my graphics driver crashing, which crashes my computer if portal 2 is not killed fast enough, so I really have to rely on everyone else to make sure this looks right...)
Quote from UsCobra11 on September 1, 2012, 2:18 pmAdd more lights...
Plus, you can change the texture scale. Just edit the instance and save it as something else.
Add more lights...
Plus, you can change the texture scale. Just edit the instance and save it as something else.
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Quote from zivi7 on September 1, 2012, 2:18 pmDid you do a full compile instead of a fast or normal one? Hit F9, select Expert and then "full, both" from the dropdown list.
Did you do a full compile instead of a fast or normal one? Hit F9, select Expert and then "full, both" from the dropdown list.
Quote from Another Bad Pun on September 1, 2012, 2:21 pmThe easiest way to get lighting to spread around your rooms is to add fog. Fog reacts to the light a little and spreads it around more. Put in a global_ents instance and set up a logic_auto. In the logic auto, put in the output OnMapSpawn, (name of ent instance goes here), and choose from a list of env settings. Just mess with them until you find one you like. For clean chambers, I prefer bts ents and Testchamber ents. Testchamber lighting is good if you want to contrast similar colors, (so if i wanted a blue lightbridge to stand out against a white tile background i would use this ent), and bts is best used when you want some stronger contrasts in your lighting. (From your pics I would use the bts one. It will make your cool lights stand out more. Another plus is the free swag that would come with it.)
Anyway, I noticed that you were using alot of the metal texture. The metal texture absorbs most of the light, so if you can, add some white tile textures. The light will be able to reflect off those making the scence much more illuminated.
I also recomend you get a better Graphics Driver sometime... it will be nearly impossible to map otherwise. :p
The easiest way to get lighting to spread around your rooms is to add fog. Fog reacts to the light a little and spreads it around more. Put in a global_ents instance and set up a logic_auto. In the logic auto, put in the output OnMapSpawn, (name of ent instance goes here), and choose from a list of env settings. Just mess with them until you find one you like. For clean chambers, I prefer bts ents and Testchamber ents. Testchamber lighting is good if you want to contrast similar colors, (so if i wanted a blue lightbridge to stand out against a white tile background i would use this ent), and bts is best used when you want some stronger contrasts in your lighting. (From your pics I would use the bts one. It will make your cool lights stand out more. Another plus is the free swag that would come with it.)
Anyway, I noticed that you were using alot of the metal texture. The metal texture absorbs most of the light, so if you can, add some white tile textures. The light will be able to reflect off those making the scence much more illuminated.
I also recomend you get a better Graphics Driver sometime... it will be nearly impossible to map otherwise. :p

Quote from josepezdj on September 1, 2012, 2:24 pm@pikaguy900: Maybe you are not compiling lights
Check this: click F9 > click "Expert..." and check if the command $light_exe is checked
@pikaguy900: Maybe you are not compiling lights
Check this: click F9 > click "Expert..." and check if the command $light_exe is checked
Quote from Another Bad Pun on September 1, 2012, 2:30 pmjosepezdj wrote:@pikaguy900: Maybe you are not compiling lights


Quote from pikaguy900 on September 1, 2012, 3:04 pmAnother Bad Pun wrote:Anyway, I noticed that you were using alot of the metal texture. The metal texture absorbs most of the light, so if you can, add some white tile textures. The light will be able to reflect off those making the scence much more illuminated.I didn't use the white tiles because I wasn't going to use this for Portal 2 at all, so I wouldn't have access to the portal gun, therefore I figured the white walls would be pointless...
Quote:I also recomend you get a better Graphics Driver sometime... it will be nearly impossible to map otherwise. :pCan't! What I need to upgrade is my graphics CARD, since it's integrated intel (don't ask, I don't feel like explaining it), but I'm told that due to the wattage of my computer, I literally cannot use a different card. My only solution, then, is to buy a new computer- way out of my price range right now. :/
Also, I just had the fog tested; it seems to have brightened the place up very well, although I'd like to not have to use it. I'd use the white walls, but I'm worried they'll detract from the room if they're not used for anything whatsoever.
I didn't use the white tiles because I wasn't going to use this for Portal 2 at all, so I wouldn't have access to the portal gun, therefore I figured the white walls would be pointless...
Can't! What I need to upgrade is my graphics CARD, since it's integrated intel (don't ask, I don't feel like explaining it), but I'm told that due to the wattage of my computer, I literally cannot use a different card. My only solution, then, is to buy a new computer- way out of my price range right now. :/
Also, I just had the fog tested; it seems to have brightened the place up very well, although I'd like to not have to use it. I'd use the white walls, but I'm worried they'll detract from the room if they're not used for anything whatsoever.
Quote from Brainstone on September 1, 2012, 3:31 pmWhat you can always do is to add the "light" or the "light_spot" entities in your map. But if you want to have natural lighting you need to be careful with it. When you are using these, you need a bit experience until you will get them naturally looking. Add them mainly near other light sources, because the player can't see them. Don't make the "brightness" value too high and don't play with the "quadratic", "linear", "constant" or "falloff" properties yet.
What you can always do is to add the "light" or the "light_spot" entities in your map. But if you want to have natural lighting you need to be careful with it. When you are using these, you need a bit experience until you will get them naturally looking. Add them mainly near other light sources, because the player can't see them. Don't make the "brightness" value too high and don't play with the "quadratic", "linear", "constant" or "falloff" properties yet.
Quote from HMW on September 1, 2012, 3:39 pmI don't see a problem with having white walls, floors and ceilings just for decoration purposes. They do a good job of lighting up rooms, by spreading the light around. You can also make the map look a bit more interesting by alternating white and black sections and making patterns and stuff.
I don't see a problem with having white walls, floors and ceilings just for decoration purposes. They do a good job of lighting up rooms, by spreading the light around. You can also make the map look a bit more interesting by alternating white and black sections and making patterns and stuff.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic