Lighting in rooms with high ceilings

Discussion in 'Mapping Questions & Discussion' started by Sopres, Jun 25, 2015.

  1. Sopres

    Sopres L1: Registered

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    After a few years of making simple test maps in Hammer, I decided to make my friends a cool map to mess around on. But, long story short, I can't seem to figure out how to light up a very big room appropriately. I decided to come ask here, since some people said to.

    How would I go about lighting up a room, say, this big? ( http://i.imgur.com/yAmwYCh.png )
     
  2. Anreol

    Anreol L6: Sharp Member

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    Well, with a lot of lights, of course.
    Or you can add big windows so the skybox and the sun do the job for you.
     
  3. EArkham

    aa EArkham Necromancer

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    Don't make rooms that big.

    Seriously. Interior rooms shouldn't be that large without being exposed to the sky (a courtyard, a space between large buildings, a place between cliffs, etc, etc). Generally for a room that size, the expectation is that it appears to be outdoors and thus has some lighting from the sky.

    In addition to sky light, you also want to make sure your spotlights have wide outer angles, and it probably can't hurt to make sure the inner (bright) angles are also wider than normal. Remember that lights in TF2 also tend to be ridiculously bright from spotlights (1200, 1800, etc) sometimes, so with overlapping light sources, you get a good ambient light.
     
  4. Sopres

    Sopres L1: Registered

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    I'd prefer a bunch of lights over giant square holes in my walls.

    Thank you, though!
     
  5. Suomimies55

    Suomimies55 there's a skeleton inside you right now.

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    Woah.

    Quite huge room for map.
     
  6. EArkham

    aa EArkham Necromancer

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    Uh, what?

    I'm talking about skybox texture with light_environment, not actual windows called sky lights.
     
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  7. Pocket

    aa Pocket func_croc

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    Look at the last point in Well to see how Valve lit up the tallest room they've ever made, but keep in mind that the only reason it's so huge is because it's literally an indoor launching pad for a NASA grade rocket.

    EDIT: When I say "look at", I mean load up a decompile, which you can find in this pack.
     
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  8. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    BTW, disable radius culling. Just do it.
    Button: It's the red circle with an R in it.
    Shortcut: C
     
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  9. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    phantom lights help as well
     
  10. YM

    aa YM LVL100 YM

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    Just for reference, that room is big enough 3 of the Hindenburg Zeppelin side by side and as tall as the niagra falls. Do you really want it to be that absolutely insanely massive?
     
  11. henke37

    aa henke37

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    Now you made me want models of those objects.
     
  12. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    You got a problem with Zeppelins?