CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
I'm not so good at lighting when it comes to areas like this. No matter what I do it's either dim light the light is turned off, or its super bright and warm colored to the point it hurts your eyes. Can someone suggest something? I've tried changing the constant, the colors, the brightness, you name it. It looks way better in hammer.. Without the pink rug it looks a bit better, but still the same issue. I've always had issues with warm colored rooms like this. Suggestions? Also, sorry if making a second post for a diff topic is against the rules.
c3hvl.jpg
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
It would be helpful to know what settings you're using in the screenshots. In the meantime here's some conjecture.

> It looks like you're using entirely constant light. While a dim constant light might be useful in the center of a room (to fill out dark corners) most of the light should have linear or quadratic components and based around light sources, such as that lamp.

> I'm not sure that any of those are Tf2 textures. The Tf2 palette tends to be a bit pale/desaturated, so working with bright pinks and yellows will give very different results even when using identical lighting.

> For indoor rooms I suggest starting with palest yellow, such as 255 233 202
 

henke37

aa
Sep 23, 2011
2,075
515
Check the reflectivity settings of all those custom materials.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
It would be helpful to know what settings you're using in the screenshots. In the meantime here's some conjecture.

> It looks like you're using entirely constant light. While a dim constant light might be useful in the center of a room (to fill out dark corners) most of the light should have linear or quadratic components and based around light sources, such as that lamp.

> I'm not sure that any of those are Tf2 textures. The Tf2 palette tends to be a bit pale/desaturated, so working with bright pinks and yellows will give very different results even when using identical lighting.

> For indoor rooms I suggest starting with palest yellow, such as 255 233 202
Your yellow ended up looking like the seecond pic I posted..

So far my best light is 188 188 188 150 with a constant of 188 188 188 150

x38ep0.png

AS you can see tho it still isn't the best it still is...I can't really put my finger on it. And yeah, these aren't tf2 textures as I am doing a pokemon map with wind waker hd textures.


Check the reflectivity settings of all those custom materials.
How do i do that? I'm just pretty tired of never being able to use pink in TF2 because I have found 0 good light settings for it unless it's outdoors.
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
env_tonemap_controller could help here. Set up a logic_auto to OnMapSpawn env_tonemap_controller SetAutoExposureMin 0.3 and OnMapSpawn env_tonemap_controller SetAutoExposureMax 0.4

If those values are still too bright, lower both of them. If they're too dark, raise them. You can test this ingame with ent_fire.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
env_tonemap_controller could help here. Set up a logic_auto to OnMapSpawn env_tonemap_controller SetAutoExposureMin 0.3 and OnMapSpawn env_tonemap_controller SetAutoExposureMax 0.4

If those values are still too bright, lower both of them. If they're too dark, raise them. You can test this ingame with ent_fire.
Most likely can not do that. My ent data is at 89% after putting it down as much as possible. I need to save room for the boss fight and obstacles in my dungeon, especially since I already had a crash on launch issue from too much ent data...:\ Darn this old engine.
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
Most likely can not do that. My ent data is at 89% after putting it down as much as possible. I need to save room for the boss fight and obstacles in my dungeon, especially since I already had a crash on launch issue from too much ent data...:\ Darn this old engine.
iirc TF2 spawns an env_tonemap_controller by default when you launch the map, so try just adding these outputs to your logic_auto:
OnMapSpawn tonemap_global SetAutoExposureMin 0.3
OnMapSpawn tonemap_global SetAutoExposureMax 0.4

Hammer will say they're invalid, just ignore it
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
To be honest, this doesn't even look like Source lighting to me, but that's probably because you set the light to constant — my guess is that it's remaining constant even when it bounces off the walls, floor, and other objects in the room and that's what's causing the oversaturated warm color. You're doing this to try to ape the lighting style of games like Wind Waker, right? You might just have to sacrifice that. Alternately, you can try editing all your brush materials to have a line like

Code:
$reflectivity [0.25 0.25 0.25]

which would cut down on reflected light dramatically, as well as ensure that it's a neutral color.