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Sunlight and Structures

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Heya there,

I have a new map idea floating in my head, and have got it noted down etc. The only thing is though is that I want to have a go at creating a destroyed map. I would like to have sunlight shining through open areas of the ceiling.

I have no idea how to go about making the sunlight go through the beams etc...and even how to create the sunlight.

Would I have to use area portals? Would I have to use fog?

Some of my Portal 2 maps || Mini-Faith || Careful Cube || Vertical Reach ||

|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||

Go onto map properties and set the skybox texture to skybox_white, the create an light_environment entity. You can usually leave the settings as they are, or decompile on the of the early maps, like intro6, and use the setting fromnthere. Then, create a brush textured with the skybox tools texture wherever you want the white.

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Rubrica wrote:
Go onto map properties and set the skybox texture to skybox_white, the create an light_environment entity. You can usually leave the settings as they are, or decompile on the of the early maps, like intro6, and use the setting fromnthere. Then, create a brush textured with the skybox tools texture wherever you want the white.

So would the skybox have to be all around the map?

Some of my Portal 2 maps || Mini-Faith || Careful Cube || Vertical Reach ||

|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||

No, and that's a very very bad idea. Just create the brush where you want the lighting; eg, if you wanted the roof of the room to represent the sky, just texture it with the skybox texture. As I said, decompile a campaign map to see how they did it if you're stuck.

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Make sure you texture the entire "sky" or ceiling brush with the skybox texture, and not just one brush surface.

Rubrica wrote:
No, and that's a very very bad idea. Just create the brush where you want the lighting; eg, if you wanted the roof of the room to represent the sky, just texture it with the skybox texture. As I said, decompile a campaign map to see how they did it if you're stuck.

How would I decompile a map? I have never done it before.

I'm a bit stuck as I literally have to put the skybox covering the hole in the ceiling, otherwise it won't compile.

What could I use to cover the open spaces in the ceiling?

Some of my Portal 2 maps || Mini-Faith || Careful Cube || Vertical Reach ||

|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||

Yes, cover the ceiling so there are no leaks, but don't box in the whole map; that's what your second post made it sound lime you were doing. Anyway, to decompile a map, just use BSPSource - or, just use these setting for e light_environment, take from intro6:

Y Z X 0 280 0
Pitch. -80
Brightness. 255 247 217 250
Ambient. 255 247 217 400
Sinspreadangle. 5

Leave all the others as they are, wi no special flags set (well, it has no flags to be set anyway).

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I wrote a tutorial on outdoor lighting for the Source engine many years ago. The tutorial was for Counter-Strike: Source, but the light_environment entity works the same way for Portal 2.

Hope it helps.

Thank you rubrica and satchmo. This has helped alot. Now to find the models for the parts of ceiling where tiles have fallen.

Some of my Portal 2 maps || Mini-Faith || Careful Cube || Vertical Reach ||

|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||

If you search for rubble, there's a model for an entire collapsed ceiling, but I tend to use the square beam models (search for square), but then that's because I'm not going for a fully destroyed theme; the early stages of my map are set as the facility is being destroyed at the end of Portal, so there's np moss, no vines, et cetera.

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