#14444 posted by Mugwump on 2017/01/13 02:00:26
Surface lights.
Does this mean what I think it means? What I think is: compiler deciding light value (and color) automatically from the light textures without the need to add light entities.
Yes You Mugwump
#14445 posted by anonymous user on 2017/01/13 03:49:13
Scratching The Surface
#14446 posted by PRITCHARD on 2017/01/13 03:50:02
Surface lights are just a "Hack" (not to put a dampner on the awesome stuff ericw achieves) as far as I understand it. What happens is that you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture. It's the sort of thing you could do yourself, if you had the patience of a robot. It's pretty effective though with the caveat that if you wanted some of those textures to be lit and others not to be you'd have to have two of the same texture with different names in your map.
Feel free to correct me if I'm wrong about how it works, it's been a while.
#14447 posted by PRITCHARD on 2017/01/13 03:51:41
In case I didn't make it clear, the light that's emitted depends on the values given to that original entity, so there's nothing picked out from a texture or anything like that. (For picking colours from a texture, I like to use shareX's screen colour picker, it can give you the numbers in a format that you can just paste into an entity.)
MFX
Why are you posting without a name?
Pritchard
#14449 posted by khreathor on 2017/01/13 10:25:42
Yes, it just duplicates one light entity over faces with specified texture name. Saves time when you have to edit lots of duplicated lights.
Mukor.
#14450 posted by Shambler on 2017/01/13 10:35:50
I thoroughly approve of this situation.
I Used Surface Lighting
#14451 posted by PuLSaR on 2017/01/13 10:53:41
for light from lava in explorejam 2 map
#14452 posted by Mugwump on 2017/01/13 16:04:35
you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture.
Wow, good to know, this is gonna save me heaps of time! One thing though: would it still allow lightstyles on specific lights, like a neon blinking while others don't?
#14453 posted by Rick on 2017/01/13 21:59:30
I tried surface lighting on lava but found it to be very erratic, I think because of how the surfaces are chopped up. Some lava looked fine, while in other places didn't seem to emit any light at all.
What it's really best at is light emitting textures that have an obvious source in the center. You save having to place many lights, and they are all consistent throughout the map for color, brightness, etc.
#14454 posted by PRITCHARD on 2017/01/14 00:02:38
I'm pretty sure light styles work, switching the light on and off definitely does. Targetnames are retained by every duplicated light.
If you want some of them to do one thing and others to do another, then you'll either have to do ugly things with your brushes/textures or handle the lights manually. As far as I know there's no way to edit the individual lights that get created, they're only added when you compile.
(Maybe if you decompile your own map... but seriously?)
There's A Trick For That
#14455 posted by ericw on 2017/01/14 00:10:29
"−surflight_dump" command line option for light.exe saves all of the generated lights to a file "mapname-surflights.map", so you can then paste the copies into your map and edit them individually.
How To Light A Map Properly?
#14456 posted by Naitelveni on 2017/01/14 00:23:46
http://imgur.com/a/p6jZt
From this screenshot you can see how i light my maps, hundreds or thousands of low emission lights that i tweek after i have vised my map, i move them change the values, and its difficult. How do the Pro's create lighting in maps?
#14456 While Building It
#14457 posted by mfx on 2017/01/14 00:32:05
compile often. take your time and compare diff setups.
in the end you will get a feel for it.
Lights
#14458 posted by mjb on 2017/01/14 00:43:04
I am not a pro but try this out:
Place a point light near a light source texture with:
light: 400
wait: 3
After that, test your map and you should notice that the light sources appear to be the source of light.
Now add some fill lighting around dark sections of your map (Darkness and shadows are important so don't go crazy!)
Light: 100 - 200
Delay: 5
*Keep in mind these are just numbers, you'd have to adjust and play around to get to where you want to be*
That should give you a good start. There are many different advanced techniques and better ways to do things depending on the situation but try that out! Like MFX said, you'll just get a feel for it after testing things.
#14459 posted by Naitelveni on 2017/01/14 02:23:35
ok! :)
Light Me Up
#14460 posted by anonymous user on 2017/01/14 03:54:59
Enlightning Techniques for the masses.
I found this Sock mail i think it is helpful for you:
* Never place symmetrical light sources in a room
* Never use global ambient light, learn to light maps properly
* Place strong light source first before placing additive fill lights
* If a room lacks strong shadows, tone down fill lights
* Consider shadow area contrast when placing source lights
* Understand the advanced features of wait/delay
* Try to keep light/wait values consistent for light source types
* Always sync light entities to actual light sources
* Always Illuminate the primary path
* Light Flicker (style 1) can be useful for focus in a room
* Play with up lights for ceiling detail focus
* Lights can use mangle/angle parameters for directional spotlights
* Lights should always create interesting shadows
* Place strong lights for large shadows, fill lights to soften the edges
* Switchable lights are perfect for creating dynamic detail
* Place identical light sources at the top and bottom of platforms so that when the platform is in both positions it looks right for the light source
Got it? Good.
Imma Need To CTRL-C/CTRL-V All That
#14461 posted by Mugwump on 2017/01/14 07:44:38
Great tips, guys, thanks! And Eric, thanks for the workaround.
#14462 posted by Mugwump on 2017/01/14 07:46:13
Understand the advanced features of wait/delay
These are a bit cryptic. Is there a tut somewhere?
Cryptic How?
#14463 posted by xaGe on 2017/01/14 07:49:54
Those Are Good Tips
#14464 posted by xaGe on 2017/01/14 07:54:42
For the less experienced designers.
Not Easy To Understand
#14465 posted by Mugwump on 2017/01/14 07:59:09
I gather they have something to do with how far the light reaches and its intensity at the source, but I need to learn how they work.
#14466 posted by skacky on 2017/01/14 12:39:22
<3 Necros...
#14467 posted by distrans on 2017/01/14 12:50:38
...hehee
Thanks Skacky!
#14468 posted by Mugwump on 2017/01/14 12:55:41
Makes more sense now. Bookmarked.
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