#14471 posted by Mugwump on 2017/01/14 20:03:53
If there is a way to edit the first post in a thread, this kind of useful stuff should be "stickied" in the mapping help OP.
#14472 posted by Rick on 2017/01/14 21:35:19
Yes, it could be better, but the top two rows were all I actually made it for.
Notice how the appearance changes with light constant and only delay changed. Then below that the delay is the same but light value is changed. It allowed me to see what those parameters did.
I would actually urge mappers to build a similar map for themselves. Some things are more easily seen if viewed in game, such as just how ridiculously far one light can extend using delay 1.
14460
#14473 posted by Naitelveni on 2017/01/15 14:58:27
this is good stuff, i've been playing around with the "wait" value and it makes things alot simpler, i no longer place a million lights.
#14474 posted by Newhouse on 2017/01/15 15:30:28
That light test game screenshot, is it using white textures? I want to create own and test different sized room etc.
About this fill lighting, it is not intended to come from "real" light sources (like lamps, flares, fire etc.) But doesn't it look weird if there is bright random ball shaped lights in every corner. How do you blend fill lights professional? Don't know is it possible to give certain areas minlights (well func_wall, maybe it is possible to give the other funcs too). Then again, what is good minlight value even, 25,50,75,100?
Seems like this requires a lot or trying.
Then again, what is good minlight value even, 25,50,75,100?
0
Minlights
#14476 posted by madfox on 2017/01/15 15:33:51
are very pronounced.
A -40 light can dim parts of light 300 to black.
#14477 posted by Newhouse on 2017/01/15 15:36:44
So it seems like answer is.. never use fill lights if possible?
#14478 posted by Kinn on 2017/01/15 15:59:18
But doesn't it look weird if there is bright random ball shaped lights in every corner.
That's not what "fill lights" are.
Fill lights are low brightness and designed to lighten shadows, simulating ambient or bounce light. Before ericw implemented procedural bounce, they were used liberally.
So it seems like answer is.. never use fill lights if possible?
Never use minlight if possible. Minlight is ugly and flat. Fill lights are good. Although now with the bounce functionality, they might not need to be used so much, I haven't really tested the new bounce stuff out though.
Madfox
#14479 posted by Kinn on 2017/01/15 16:02:51
You seem to be talking about "negative light" - that's not "minlight"
Minlight = "minimum light" =/= "minus light"
#14481 posted by Rick on 2017/01/15 18:13:44
Newhouse,
Those are not textures in the screenshot. That is the actual lightmap. You switch it on and off in game using the console command r_lightmap as seen in the picture.
You can also bind a key to toggle it on and off in your autoexec.cfg
#14482 posted by Newhouse on 2017/01/15 18:42:31
@Kinn
Thank you, so fill lights are okay.. I assume I need to start using them in a darker areas. I know they aren't as bright as main light if set to be weaker, what I tried to ask was "how to make it blend well together with main lights / be smooth) what delay is good for fill lights?
@Rick
Thank you. Really didn't notice that it was just the lightmap (I must be blind).
#14483 posted by dwere on 2017/01/15 18:48:23
It's not like there'd be any difference between lightmapped white textures and displaying the lightmap directly.
Screenshots
#14484 posted by adib on 2017/01/15 18:56:57
Maybe it's too late to complain, but where are the screenshots? This is becoming another mapping help thread.
Boom! Screenshot From My Latest Project
#14485 posted by Naitelveni on 2017/01/15 22:33:05
http://i.imgur.com/uSLqXZD.jpg
playing around with lights, color blends, wait values shadows and highlights...
Nait
That looks interesting. I'd recommend a bit more texture variation but that's about it :)
@Naitelveni
#14487 posted by Newhouse on 2017/01/16 02:27:11
It looks good just the way it is, just keep playing around with lights and it will turn out great*
Neato
#14488 posted by Mugwump on 2017/01/16 04:25:25
But yeah, I tend to agree with Fifth.
Yuip.
#14489 posted by Shambler on 2017/01/16 11:36:20
What Fifth said, good and bad.
I Like That Lighting
#14490 posted by nitin on 2017/01/17 06:02:00
Re:Lighting Info
#14491 posted by oGkspAz on 2017/01/17 17:55:43
(It's been a while)
Lighting has been an issue for me as I haven't really experimented at all.
Having read https://shoresofnis.wordpress.com/guides/lighting-basics/ &
https://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/ I found I kinda get the basics but pages like the abovementioned http://quaketastic.com/files/LightTest.jpg
and especially the images on http://ericwa.github.io/tyrutils-ericw/ are exactly the kind of things that I've been looking for to better understand what to do where.
Is That
#14492 posted by Qmaster on 2017/01/17 18:24:30
A red sky in the back naitel?
#14493 posted by Naitelveni on 2017/01/17 21:40:03
its a skybox from AD, i had a difficult time on thinking about the surroundings, its still a working progress, i was thinking about building structures in the background... we shall see...
Perhaps A Lighting Tips Thread?
Especially since this is evolving a bit as compilers add features like phong etc.
Also re: #14455 ericw that's a very cool feature. I've used surface lights a lot, being able to tweak them is going to be great moving forward.
@Nailtelveni
#14495 posted by R00k on 2017/01/18 04:37:26
http://imgur.com/uSLqXZD
lighting is smooth as butter!
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