Lighting

Discussion in 'Mapping Questions & Discussion' started by buncieboy343, Jun 25, 2013.

  1. buncieboy343

    buncieboy343 L1: Registered

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    Hi,
    I am trying to do lighting in my map, and have encountered a problem. I am using spot lights with a model above it, and obviously it goes down but above it it is pitch black. I have copied the lighting settings from CFT 2 Fort blue resupply room and its lighting is fine. What am I doing wrong?
    Thanks for any help,
    Buncieboy343
     
  2. henke37

    aa henke37

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    Ensure that you are running vrad.
     
  3. xzzy

    aa xzzy

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    Spotlights only send light in the direction they're pointed. The game does "fake" radiosity in the sense that light doesn't bounce around the way it does in the real world.. a ray of light coming from a lamp tends to only light the first surface it hits and dies there.

    To avoid the black hole above the spotlight, you either need to create some ambient lighting with a low power point light, or make a second spotlight pointed upwards towards the first spotlight.
     
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Also double check your map isn't leaking; a leak could cause those symptoms. This would also happen if you arent running vvis.

    (Since Vrad uses VVis to calculate where the light bounces.)
     
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  5. buncieboy343

    buncieboy343 L1: Registered

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    At the risk of sounding like a noob what is VRAD, when I go to compile my map I have the option of RAD, which is set to normal, is that it?
     
  6. nightwatch

    aa nightwatch

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    Yes, vrad is the program that compiles your lighting. Unless you're making the final version of your map, setting this to normal should be fine.
     
  7. buncieboy343

    buncieboy343 L1: Registered

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    So why is the lighting set up the same as in fort but when I run it it is different, is it settings or lighting set-up?
     
  8. Pocket

    aa Pocket func_croc

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    Um.... what? VRAD does too bounce light off surfaces; it's the whole reason the engine uses precompiled lighting in the first place.

    However, it's not nearly as accurate if the map is compiled in normal mode. Ask anyone who tried recompiling 2fort from the SDK copy and noticed that the spawn room ceilings were almost pitch black. Compiling in expert mode with -final enabled gets much more even lighting.
     
  9. xzzy

    aa xzzy

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    "The way it does in the real world" is the key statement there.

    Reflected light in TF2 doesn't fill areas nearly as well as lights in the real world.. spotlights in particular are really bad at illuminating things 180 degrees behind it.

    I wasn't trying to state that TF2 lighting doesn't bounce at all.
     
  10. buncieboy343

    buncieboy343 L1: Registered

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    So how do I compile it in "Expert mode"? And will this make the light bounce?
     
  11. buncieboy343

    buncieboy343 L1: Registered

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    I have tried compiling the map in Expert mode -final and it still is dark, any more ideas?
     
  12. xzzy

    aa xzzy

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  13. buncieboy343

    buncieboy343 L1: Registered

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    I've tried adding more lights but it does not look as realistic, anything else? Also how does valve compile their maps?
     
  14. xzzy

    aa xzzy

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    You don't really have any choice in the matter.. if a room is too dark, you have to add light.

    Valve compiles their maps just like we do.
     
  15. buncieboy343

    buncieboy343 L1: Registered

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    But I have directly copied the lighting from 2Fort, so I just cant work out why it is different?
     
  16. buncieboy343

    buncieboy343 L1: Registered

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    If it helps I get the error "No vis information, direct lighting only", I assume this will affect the reflection and how do I fix this?
     
  17. buncieboy343

    buncieboy343 L1: Registered

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    Resloved, did not realise there was a very very small gap in my skybox as no warning popped up, thanks for all the help!
     
  18. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Next time, make sure to check your pointfile for leaks.
     
  19. Beetle

    Beetle L9: Fashionable Member

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