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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Light adding to a BSP?

Author Topic: Light adding to a BSP? (8 messages, Page 1 of 1)
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tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Apr 4, 2012 12:41 AM    Msg. 1 of 8       
Anybody have a good tutorial on how to add light to a certain part of a BSP?

There's this one spot in my map that's really dark... So I was wondering if it would be possible to add light to it, but I can't find any tutorials. Scenery could work to, if anybody has a light scenery that they could lend me would you be so grateful to help me out?


eliteslasher
Joined: Jun 30, 2008

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


Posted: Apr 4, 2012 02:38 AM    Msg. 2 of 8       
One way is to place lens flares with a lighting affect of your configuration in areas that need light, run lightmaps, remove the lens flares so they don't show up ingame. Another, which I recommend much more is to use actual scenery lighting. If an area is naturally dark, it should be left that way unless lighting is added or the sky tags are changed.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 4, 2012 03:24 PM    Msg. 3 of 8       
Sapien has a built-in lightmap editor which manually paints light on parts of the BSP with a brush tool. This, though, is essentially a lottery when attempting to save - if done extremely delicately, there is a chance you will be allowed to successfully save your edits to the lightmap.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Apr 4, 2012 05:53 PM    Msg. 4 of 8       
Look at how bungie does it. For lighting a specific area, make a transparent shader with no bitmap and in the radiosity section, have it emit light. Set the power to 100 and play from there. Be sure to run atleast semi-decent radiosity for the result to happen. Create a plane, apply this shader to it in the area you want it to work. Bungie does it for Neons, for example WITH bitmap but also does it often Without any diffuse so the player sees nothing but the ''emitted'' light on the surfaces nearby.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 4, 2012 06:35 PM    Msg. 5 of 8       
Instead of having to re-run lightmaps you could add a Dynamic Light. Theres a few from c10, and there pretty self explanatory when setting up in Guerrilla.


Sciophobiaranger
Joined: Jun 30, 2010

Silent, Swift, Deadly. God bless America.


Posted: Apr 4, 2012 09:05 PM    Msg. 6 of 8       
Quote: --- Original message by: The Cereal Killer
Sapien has a built-in lightmap editor which manually paints light on parts of the BSP with a brush tool. This, though, is essentially a lottery when attempting to save - if done extremely delicately, there is a chance you will be allowed to successfully save your edits to the lightmap.


Sapiens lightmaps are annoying, once for me i messed up and had to restart over from the beginning. With 3ds max it's easier, even though i despise 3ds max and that other 3ds max related thing.


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Apr 4, 2012 11:41 PM    Msg. 7 of 8       
I'll try some of your idea's, thanks guys.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Apr 5, 2012 10:32 AM    Msg. 8 of 8       
Quote: --- Original message by: Higuy
Instead of having to re-run lightmaps you could add a Dynamic Light. Theres a few from c10, and there pretty self explanatory when setting up in Guerrilla.


They do give pretty looking results but their use is limited since they tend to lag lower end computers and do not behave quite well with scenery

 

 
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