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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »lighting an underground map

Author Topic: lighting an underground map (27 messages, Page 1 of 1)
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eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 17, 2009 08:58 PM    Msg. 1 of 27       
I am making an all underground map where there is no sky whatsoever. I am not that proficient in lighting. How should i light it? I want to use scenery but should i make scenery or just actually put lights into the mesh itself. Ignore the textures. I was trying to test unwrap a road texture i made.










chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 17, 2009 09:58 PM    Msg. 2 of 27       
Make your own sky tag. Set the inside light up in the tag.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 17, 2009 10:02 PM    Msg. 3 of 27       
i have'nt made sky tags yet. I want the lighting to be very low anyway. Could i just make tags for lights built into the map to light hallways and shed a little light (very little) on the main ground surfaces? Like light posts on the bridge and near the main road and hall lights on the walls.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 17, 2009 10:28 PM    Msg. 4 of 27       
You could do a little bit of both. But it still needs a sky tag. Just make the light weak on it.
Once you see the sky tag, it's pretty simple to understand how it works.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 17, 2009 10:45 PM    Msg. 5 of 27       
basically for the sky since i need it. Just put it on the outside maybe?

for the big lights outside, how do i insert a lens flare. Never done this before.
Edited by eliteslasher on Jun 17, 2009 at 11:13 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 18, 2009 10:05 AM    Msg. 6 of 27       
You need a sky tag, you do not need any +sky faces. Sorry if I didn't make the clear enough.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Jun 18, 2009 11:28 AM    Msg. 7 of 27       
or, if you give a material the name of light in gmax/3ds max, in sapien it will appear white and will emit light once radiosity is run


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 18, 2009 12:28 PM    Msg. 8 of 27       
That's called adding a material that emits light in sapien.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 18, 2009 12:58 PM    Msg. 9 of 27       
Quote: , if you give a material the name of light in gmax/3ds max, in sapien it will appear white and will emit light once radiosity is run/



what if i want to have more than one material for lights. Should i just put them all in the same bitmap side by side or something when i unwrap?

Edited by eliteslasher on Jun 18, 2009 at 01:03 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 18, 2009 01:09 PM    Msg. 10 of 27       
It's just like any other material. Make a plane, give it a light texture. Make sure it's render only.
Go though the HEK tutorial, it shows you how to make lights.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 18, 2009 08:09 PM    Msg. 11 of 27       
still can't seem to get light
i tried making a flag pole and it didn't really work. I labeled the light as "light!"
was i supposed to make it a different type of shader other than environment?
like i said i am really new to lighting


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 18, 2009 11:26 PM    Msg. 12 of 27       
You want to use shaders that emit light.

The HEK tutorial shows you as well.
http://hce.halomaps.org/hek/index.html?start=references/level_design/mp_level_design/mp_ld_level_creation_part_02.html
Half way down the page.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Jun 19, 2009 02:51 AM    Msg. 13 of 27       
Quote: --- Original message by: eliteslasher
still can't seem to get light
i tried making a flag pole and it didn't really work. I labeled the light as "light!"
was i supposed to make it a different type of shader other than environment?
like i said i am really new to lighting

it should work. the material light is the material used for the lights in a10. In what way did it not work?


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 19, 2009 02:34 PM    Msg. 14 of 27       
Also, materials that emit light only emit light when you do radiosity in sapien. That means using tool for radiosity won't work.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 19, 2009 05:24 PM    Msg. 15 of 27       
so when i do use these types of materials and put them into my map, i won't immediately see the lighted result. I will have to run radiosity again right? I see that i have to make it render only, but i made a render only material and it isn't emitting light like i specified in the shader_environment. Does the bounding radius have anything to do with emitted light, or is it that i am just using the wrong shader type? I did not see how to configure the shader in the tutorial. And yes, i know i have to run radiosity again.
Edited by eliteslasher on Jun 19, 2009 at 06:25 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 19, 2009 09:49 PM    Msg. 16 of 27       
Scroll up the page, click on the link I posted. The HEK tutorial clearly shows you how to.
It's only render only if it's raised off the face it's on. It could be a wall, but depending on how the shader is set up, you might have see though parts on it. A light in a map is just like any other material on a map. Also, materials don't have bounding radius, unless you made a scenery with lights?


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 20, 2009 04:23 AM    Msg. 17 of 27       
it is a scenery with lights, well, at least my test light post was. But it should render if i put the (!) tag at the end and make it emit light then? i just labeled it "light!" and gave it a high power and a white color of emitted light.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Jun 20, 2009 05:44 AM    Msg. 18 of 27       
you shouldnt have to make a new shader for it, its already in a10


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 20, 2009 09:45 AM    Msg. 19 of 27       
Don't make it scenery, make it part of the BSP.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 20, 2009 10:39 AM    Msg. 20 of 27       
Ok, i'll try just testing it on a crap map then. And i see that the a10 shader (Flourescent.shader_environment) is turd quality. For a light i assume that is best right?
Edited by eliteslasher on Jun 20, 2009 at 10:43 AM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 20, 2009 11:17 AM    Msg. 21 of 27       
Why are you only listening to him? Look at the link I posted...
If your map is human themed, you'd use lights from a10.
If it's forerunner themed you'd you ones from other levels.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Jun 20, 2009 02:55 PM    Msg. 22 of 27       
Quote: --- Original message by: eliteslasher

Ok, i'll try just testing it on a crap map then. And i see that the a10 shader (Flourescent.shader_environment) is turd quality. For a light i assume that is best right?
Edited by eliteslasher on Jun 20, 2009 at 10:43 AM

not flouresent.shader_environment. Light.shader_environment. Yes, for light thats the best quality, because lights dont use lightmaps, they make them. yea, and listen to chris and the link he posted
Edited by Koo294 on Jun 20, 2009 at 02:56 PM


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 21, 2009 05:11 PM    Msg. 23 of 27       
SUCCESS!!!






well i think i have it all figured out now. Thanks for the help guys. Look forward to my new map coming in a few months. Trying to put lots of detail and custom content into it.
Edited by eliteslasher on Jun 21, 2009 at 07:51 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 21, 2009 08:53 PM    Msg. 24 of 27       
Your map look more forerunner, you should use forerunner lights.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 21, 2009 08:57 PM    Msg. 25 of 27       
oh that was just a test. Don't worry about it too much. I played around with it a bit and i think i understand how most of it all works for lighting now. I just threw that together in a half hour.

I want to play around with fog and weather palates now. That is going to be interesting. I think those are explained more in the tutorial though. Snow, rain and fog are the main things i would be wanting.
Edited by eliteslasher on Jun 21, 2009 at 09:02 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 21, 2009 09:32 PM    Msg. 26 of 27       
Snow underground?

Message me on Xfire if you need help with fog and weather (or anything else). chrisk123999


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Jun 21, 2009 09:46 PM    Msg. 27 of 27       
the snow is for a different map i worked on a while ago and want to improve a lot.

 

 
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