Lens Flares (sorta)

AlchemdaAlchemda Join Date: 2004-02-01 Member: 25942Members
So in working with Hammer one thing I really liked with lights is lens flares (not really). But they were sprites you put in front of the light to have it kind of flare bright when you looked at it, to give you theillusion that the light was coming form this source.

NS2 doesn't seem to have such a thing and it seems odd.. I put my light in, add 2 lights, and I see the prop there and light which seems to be coming from the light, but when you look at the prop it just looks like a normal light texture. Maybe its just me..

Is there a way to over bright a prop to make it look like the light is coming from that source, there seems to be a disconnect and it doesn't really look real that the prop is really emanating the light.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Just put a light right up close and personal where the light emissive part is on the texture, make the range of the light somewhat small and just set it to something around 25 or 50. Now you will have a bloom effect on the light. make sure you also put a light near it with a large range and lower brightness as well to blend the bright light into the environment. Otherwise you'd end up with light circles around the light emissive parts, which look aweful!

    <b>The lighting in the editor is not on par with the lighting in game, mind you! So always test it ingame to see if it is either to bright or to soft.</b>
  • AlchemdaAlchemda Join Date: 2004-02-01 Member: 25942Members
    edited September 2011
    <!--quoteo(post=1874882:date=Sep 15 2011, 02:47 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 15 2011, 02:47 PM) <a href="index.php?act=findpost&pid=1874882"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just put a light right up close and personal where the light emissive part is on the texture, make the range of the light somewhat small and just set it to something around 25 or 50. Now you will have a bloom effect on the light. make sure you also put a light near it with a large range and lower brightness as well to blend the bright light into the environment. Otherwise you'd end up with light circles around the light emissive parts, which look aweful!

    <b>The lighting in the editor is not on par with the lighting in game, mind you! So always test it ingame to see if it is either to bright or to soft.</b><!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanks for the help, I'll give that a try.

    On that note.. I found no Output, or Play Level, or anything like that form the editor.. Is there a quick and easy way to hop into the game and walk around and stuff? Or do you have to save your level, load game and do a load map? If so, wow thats not intuitive..

    Ive searched for tutorials on those things and can only seem to find time lapses and building geometry stuff.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2011
    You'd have to set up <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Builder" target="_blank">the builder program</a>, which you can simply run to copy all the recently modified files from you source folders to the "ns2" folder (in this case the mapsrc folder). And then simply run the map using a shortcut to NS2.exe ->

    "<i>yourharddrive</i>/SteamSteamApps\common\natural selection 2\NS2.exe" map ns2_<i>yourmapname</i>




    <!--quoteo(post=1874883:date=Sep 15 2011, 07:49 PM:name=Alchemda)--><div class='quotetop'>QUOTE (Alchemda @ Sep 15 2011, 07:49 PM) <a href="index.php?act=findpost&pid=1874883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or do you have to save your level, load game and do a load map? If so, wow thats not intuitive..<!--QuoteEnd--></div><!--QuoteEEnd-->
    How would you otherwise test it ingame though. At least you don't have to compile anything like you'd have to do for Source (lighting compile times, OH GAWD!!!). A simply save, followed by running builder (after you've set it up correctly) and then run the game using a shortcut. I'm betting the editor will eventually get some shiny new things to make it look like it would ingame. Whenever that day comes, I'd say SparkE would then be one of the most intuitive editors I've ever worked with! For now, it's simply loading up the game to get the final result. As long as I don't have to compile anything, I'm a happy Gorge!


    Sidenote:
    The final look will still be undetermined of course. The engine is still missing a lot of shaders and filters and other shiny stuff!



    <!--quoteo(post=1874883:date=Sep 15 2011, 07:49 PM:name=Alchemda)--><div class='quotetop'>QUOTE (Alchemda @ Sep 15 2011, 07:49 PM) <a href="index.php?act=findpost&pid=1874883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ive searched for tutorials on those things and can only seem to find time lapses and building geometry stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well there's always the <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Natural_Selection_2_Mapping" target="_blank">NS2 mapping wiki</a> :)
  • AlchemdaAlchemda Join Date: 2004-02-01 Member: 25942Members
    Ahh yeah, using Unreal You press F11 and after a short compile it opens a window of the map, I was used to that. Setting up the builder as you mentioned is a big help in streamlining the process. Thanks!!
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    <!--quoteo(post=1874886:date=Sep 15 2011, 10:04 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 15 2011, 10:04 PM) <a href="index.php?act=findpost&pid=1874886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How would you otherwise test it ingame though.<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1874890:date=Sep 15 2011, 10:25 PM:name=Alchemda)--><div class='quotetop'>QUOTE (Alchemda @ Sep 15 2011, 10:25 PM) <a href="index.php?act=findpost&pid=1874890"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ahh yeah, using Unreal You press F11 and after a short compile it opens a window of the map, I was used to that. Setting up the builder as you mentioned is a big help in streamlining the process. Thanks!!<!--QuoteEnd--></div><!--QuoteEEnd-->

    that was exactly what i was thinking as well, something more direct would be nice, so you can quickly load the map from clicking smtn inside the editor and that only loads exactly what is needed just for testing the map, no bells and whistles like multiplayer, server browser,... needed
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2011
    <!--quoteo(post=1874892:date=Sep 15 2011, 08:30 PM:name=Dragon-Guard)--><div class='quotetop'>QUOTE (Dragon-Guard @ Sep 15 2011, 08:30 PM) <a href="index.php?act=findpost&pid=1874892"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that was exactly what i was thinking as well, something more direct would be nice, so you can quickly load the map from clicking smtn inside the editor and that only loads exactly what is needed just for testing the map, no bells and whistles like multiplayer, server browser,... needed<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1874886:date=Sep 15 2011, 08:04 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 15 2011, 08:04 PM) <a href="index.php?act=findpost&pid=1874886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm betting the editor will eventually get some shiny new things to make it look like it would ingame. Whenever that day comes, I'd say SparkE would then be one of the most intuitive editors I've ever worked with! For now, it's simply loading up the game to get the final result. As long as I don't have to compile anything, I'm a happy Gorge!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Even one key less then Unreal's F11 :P
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