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[REQUEST] Full Lighting Tutorial [Archive] - TF2Maps.net Forums

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phatal
03-18-2008, 04:03 PM
I have looked high and low for a complete lighting guide. This is so complicated to me for some reason and is causing my level creation to slow to a crawl. I've looked at Valve maps and others custom creations as well and I can't find a pattern to follow.

Please would someone develop a COMPLETE lighting guide for us.

What I'd like to see included are light_spot, light, light_dynamic, light_enviroment, point_spotlight, env_lightglow, and func_illusionary (as used in cp_badlands).

What I'd like to know about these is how the Inner (bright) angle, Outer (fading) angle, 50 percent falloff distance, 0 percent falloff distance, Focus, and BrightnessScaleHDR are used. Also how does not using a 50 percent falloff or 0 percent falloff affects the lighting by these entitys.

I'd also like to know is more effective and which are more expensive (maybe in a highest to lowest expense type list).

I'm more of a visual learner so images and a vmf would be nice as well.

I have a friend (texture genius to me) who makes textures for a living (Architecturaltextures.com (http://architecturaltextures.com/)) and has just recently started helping me with some custom textures for tf2. I'll reward you, if it's a great guide, by providing you with a few of these customs made to order. :D

phatal
03-20-2008, 12:00 AM
Anybody working one of these up? :( Pweeez. ;)

Geuel
03-20-2008, 01:51 AM
If you haven't seen it already, there is always...

http://developer.valvesoftware.com/wiki/Lighting

BurninWater
03-20-2008, 10:00 AM
most of the light stuff is used in this tutorial:
http://interlopers.net/index.php?page=tutorials&id=17779

i think the other tutorials on this page:
http://interlopers.net/index.php?page=tutorials&cat=General_Half-Life_2/Lighting

got the rest ya need :)

phatal
03-21-2008, 05:27 PM
I feel like a tard. I swear these were not there the last time I looked for lighting. Thanks guys. ;)