Lightning - losing my mind

yellowblood

L1: Registered
Jan 20, 2010
11
0
(I'm continuing my last thread where I couldn't answer during the last couple of days, sorry)

I really am losing my mind. I'm so pissed about this issue and it's the only thing keeping me from releasing my map. I need your help, please.

This map cannot have lights or any visible bright area (try reflecting a crit-rocket when facing the sun). However I need enough lighting so players can see the wall, and I don't want the concrete houses to be so darkish. Just look at this:

attachment.php


They are so dark! gah!

And the wall is too dark as well:
attachment.php


The wall is in T shape, which probably causes the ridiculous shadow. The result is unreadable posters and signs on the wall, and it matters to me.


Please don't tell me this is how you will get lightning in real life - that is not true, the contrast is way too strong. In real life you can see pretty well when it's dusk. Walls don't just turn black like that.

I spent the last week messing with light_environment and shadow_control to try and get a working result, but nothing works. All I want is the dusk feeling of lighting, but without the odd darkish shadows that are so unrealistic.

Thanks in advance.

My map is included, if it helps.
 
Last edited:

Tehrasha

L3: Member
Nov 5, 2009
115
28
Turn up the 'ambient' setting on your light_environment.
Or place generic light entities in places that are still too dark.
They wont create a blinding orb hanging in the air.
 

Radaka

L420: High Member
May 24, 2009
491
244
Like what Tehrasha said, turn up the ambient setting on light_environment (make it white and increase the brightness value).
 

yellowblood

L1: Registered
Jan 20, 2010
11
0
I tried to increase the ambient obviously, but when I do that the whole map becomes way too bright, and when players look to the sky they will go blind. And even then the wall is still dark.

How can I add light entities without light sources and still making it look real? When I tried to add light entities the ground/wall had like circles of light and it was very odd.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
I tried to increase the ambient obviously, but when I do that the whole map becomes way too bright, and when players look to the sky they will go blind. And even then the wall is still dark.

How can I add light entities without light sources and still making it look real? When I tried to add light entities the ground/wall had like circles of light and it was very odd.

You have to leave enough space between your lights and the walls, in order to not get those circles ;)
 

Radaka

L420: High Member
May 24, 2009
491
244
Do you have an env_tonemap_controller? Use that in combination with a logic_auto using 3 OnMapSpawn outputs to reduce maximum exposure, minimum exposure, and most importantly, bloom scale (this is probably the culprit).
 

yellowblood

L1: Registered
Jan 20, 2010
11
0
I compiled it without HDR and it already looks better. Setting the ambient light to white and with increased brightness was a good tip too, thanks. However I still have issues with the two concrete houses that are extremely dark.

About leaking... well I'm not compiling with VIS at all since I only want to check the lighting, is that bad? I really doubt I have a leak though.

Radaka, I will check that tonemap thing right away.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Lighting uses VIS information to compute bounces.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
you could always point the sun straight down...


set the pitch on the light_environment to -90, should get rid of some shadows.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
vis only does optimization stuff, which has nothing to do with leaks, and isnt bad for testing (though vis should be really fast if the map is well optimized, not more than 10 seconds).
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
vis only does optimization stuff, which has nothing to do with leaks, and isnt bad for testing (though vis should be really fast if the map is well optimized, not more than 10 seconds).

Wrong. VVIS computes which leaves can see each other which is required for VRAD to compute lighting bounces, hence "No VIS information. Direct lighting only".
 

yellowblood

L1: Registered
Jan 20, 2010
11
0
I'm still fighting with this :( (compiling now with VVIS, no HDR, bright ambient and even that HDR bloom thingy)

Is there a way to control the "bouncing" of lights, and maybe increase it on specific materials or the whole map?

Is there a way to disable shadows at all? The "Disable Shadows" value in the shadow_control entity didn't have an effect on the materials, only on the shadow of the player (when I taunt I don't have a shadow). I also turned the shadow color to white (255 255 255).

By the way I'm sorry about any grammar mistakes and such, my English isn't superb.

And I also want to thank you all again for your help ;)
 

FaTony

Banned
Mar 25, 2008
901
160
You should check that you have no leaks, compile with full VVIS and full VRAD (no HDR for now). And if lighting is still bad, play with ambient light settings.
 

Burnzoire

L1: Registered
Jun 13, 2009
29
0
Try starting with an existing set of environment entities from the environment gallery, or from a Valve map. It should instantly look right when you compile, and then you can tweak it to suit your needs.