Uniform Indoor Lighting

Discussion in 'Mapping Questions & Discussion' started by Diddly, Nov 14, 2007.

  1. Diddly

    Diddly L1: Registered

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    How do I achieve the uniform lighting effect I see in the default maps and/or others like ctf_turbine?

    I'm working on an indoor map - no skybox.
     
  2. Logo

    Logo L3: Member

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    Well first you don't want your lighting too uniform it should accent key areas and draw attention away from the parts irrelevent to gameplay.

    To bump up the extra dark areas in your map however (where you don't want to place additional lights) you will want to use Light entities with a very low brightness floating in the middle of the area you want (possibly lining it up with a nearby light). With Tf2's cartoony styling as long as the light doesn't cast a circle brightspot on any nearby surfaces (ie it's not too close to any surfaces and isn't too bright) the lighting will fit and look 'natural'. Choose a color that blends in with the nearby lighting as well.

    Even if your map is indoors though keep in mind that your setting should have windows and 'open' ceilings as what would fit the theme. Even turbine (I think) has some windows in the center courtyard that let light in using a light_environment and skybox.
     
  3. MrTwitch

    MrTwitch Guest

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    Set Quadratic to 0, Constant to 1 and Linear to 1. Then you just need to position the light properly and set the brightness. What I do is set up a constant light entity in the middle of the room and set up spotlights to make it all dramatic and sexy.
     
  4. Alexforcefive

    Alexforcefive Guest

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    Go here if you didn't understand that. (me either :))
     
  5. Dox

    Dox L8: Fancy Shmancy Member

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    Nice linkage, I love it when I form a question and it is answered in the very next post :)
     
  6. Diddly

    Diddly L1: Registered

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    thanx, will add windows and skylights too.
     
  7. Diddly

    Diddly L1: Registered

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    ok, I've added skylights (no windows yet, but soon will). But I've got a slight problem with the lighting. The brightness of the walls fluctuates as you move along, going from dark to light instantly one or more times. I've tried adding cubemaps, but they don't seem to compile in TF2. What's the most likely cause? thanx.
     
  8. MrTwitch

    MrTwitch Guest

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    You're using either prop textures or the textures from badlands which... don't work. You need to change your textures to fix the problem.If I'm completely off, please post screenshots of the problem.
     
  9. Snipergen

    Snipergen L13: Stunning Member

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    omg have the exact same problem! it looks terrible and i really want to use those textures :/

    what do you mean with badlands? im gonna try to export those textures and make my own...
     
    Last edited: Nov 19, 2007
  10. MrTwitch

    MrTwitch Guest

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    They're files from a map that they never finished and for some reason they don't render properly so you cannot use them in your map. Any texture that has prop/ in front of it or says badlands/ will give you the same problem, if it's wood textures they can easily be replaced by a similar texture but for the badlands wall textures (where the blue is inverted with he grey) you're going to have to make your own.
     
  11. Snipergen

    Snipergen L13: Stunning Member

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    omfg thanks man, oh those valve bastards! too lazy to unwrap their models so they just put on a tileable texture :D

    if i go to the GDC in 2 weeks im gonna talk to them :)
     
  12. Big Nick Digger

    Big Nick Digger Guest

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    don't forget your smoothing