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Lightning - losing my mind

Discussion in 'Mapping Questions & Discussion' started by yellowblood, Feb 12, 2010.

  1. yellowblood

    yellowblood L1: Registered

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    (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:

    [​IMG]

    They are so dark! gah!

    And the wall is too dark as well:
    [​IMG]

    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: Feb 13, 2010
  2. Tehrasha

    Tehrasha L3: Member

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    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.
     
    • Thanks Thanks x 1
  3. Radaka

    Radaka L7: Fancy Member

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    Like what Tehrasha said, turn up the ambient setting on light_environment (make it white and increase the brightness value).
     
  4. honorum646

    honorum646 L6: Sharp Member

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    It's actually spelt "lighting" not "lightning".

    Try using the ambients. That's all I can say, unless you put a bunch of high constant light_spots.
     
  5. yellowblood

    yellowblood L1: Registered

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    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.
     
  6. Cameron:D

    Cameron:D L6: Sharp Member

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    Do what the other guys said, but don't compile with HDR.
     
  7. Nutomic

    Nutomic L11: Posh Member

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

    FaTony Banned

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    I smell a leak. Srsly, post your compile log.
     
  9. Radaka

    Radaka L7: Fancy Member

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    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).
     
  10. yellowblood

    yellowblood L1: Registered

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    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.
     
  11. FaTony

    FaTony Banned

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    THiS IS EXTREMELY BAD.:facepalm::facepalm::facepalm:
     
  12. lana

    aa lana Currently On: ?????

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    Lighting uses VIS information to compute bounces.
     
  13. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    you could always point the sun straight down...


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

    Nutomic L11: Posh Member

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    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).
     
  15. lana

    aa lana Currently On: ?????

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    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".
     
    • Thanks Thanks x 1
  16. Radaka

    Radaka L7: Fancy Member

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    That actually answers a question I've had recently, thanks Nerdboy!
     
  17. yellowblood

    yellowblood L1: Registered

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    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 ;)
     
  18. FaTony

    FaTony Banned

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    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.
     
  19. Burnzoire

    Burnzoire L1: Registered

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    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.
     
  20. yellowblood

    yellowblood L1: Registered

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    I released it. Very unhappy with the lighting but I gave up on this.

    You can download it here, though you can only play it on dodgeball servers -
    http://www.sendspace.com/file/lziy3d

    Thanks everyone for trying to help me.