Putting Lights In A Map
teaporamon
Join Date: 2004-07-06 Member: 29754Members
can some one plz help me.
ive been asking questions about stuff like this but all they do is send me to a site about it and the stuff have me click on the program i have no ******* idea where it is or WTH it is talking about!
all i need right now is how to make light, not with pics, i have just dled the hammer program and have it set up for ns map making, i havent dled anything else for it, i got the stuff for the textures too so u dont have me going around the barn kind of thing.
ive been asking questions about stuff like this but all they do is send me to a site about it and the stuff have me click on the program i have no ******* idea where it is or WTH it is talking about!
all i need right now is how to make light, not with pics, i have just dled the hammer program and have it set up for ns map making, i havent dled anything else for it, i got the stuff for the textures too so u dont have me going around the barn kind of thing.
Comments
Search for something along the lines of 'half life mapping tutorials'
or you can try the help and troubleshooting forum. Mapping takes lots of time and patience and if you won't even spend a few minutes actually looking for the information yourself it's probally better that you uninstall hammer right now.
asumming uve set up vhe with the right fgd file all u shud need to do is, click the 4th button down on the tool bar on the left (looks like a light bulb, then on the right of ur screen there shud be a drop down box that says [entities] in click the one below that and scroll till u find light
go on to u map workspace and click where u want it to be, then press enter
a properties window shud open, where u can set the lights properties
if u wanna kno what each property does, i suggest u look at the entity lists on <a href='http://collective.valve-erc.com' target='_blank'>valve-erc</a>
all i find under entities is nothing but entities, and what do u mean "vhe with the right fgd file"??
if u havent i suggest u read <a href='http://www.unknownworlds.com/forums/index.php?showtopic=50171' target='_blank'>this post</a> on how to set up hammer correctly for ns
u shud click the drop down box below the [entities] drop down, if uve down what ive just said with the fgd file it will work
Lights are under entities. It's called "light" would you believe. Now, click on it and insert one into your level. Right-click on it, go to its properties and give it a colour and brightness.
Of course, this assumes you've defined a .fgd file (a list of entities) for Hammer to use.
Now, try to search for a simple tutorial on the matter next time, before you come posting in here raising blood pressures.
Lights are under entities. It's called "light" would you believe. Now, click on and and insert one into your level. Right-click on it, go to its properties and give it a colour and brightness.
Now, try to search for a simple tutorial on the matter next time, before you come posting in here raising blood pressures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
there wasnt much need for u to say any of that really, as its already been answered
plus everyone started mapping once, granted he shud of tried looking for tutorials first (or enven in the VHE help files) but he didnt no need to have a go at him
edit>>> nvm, i got it to work now thanks alot u guys.
i dont mind having some help any way but i dont realy care either.
by the way, i dont mind sharing the credits either
edit july 12, 04>>>i have now removed the map, thanks any way of telling me what stuff i need to work on.
- make transitions between areas more natural
- add alot more detail
- try and have an idea of what u want to map and how it wud look before u make it, and if ur mapping for ns, try to use ns specific textures
- have ur light shine from something (ie put a brush with a light texture on it, then put the light entitiy infront of it)
- look at other maps and try and be influenced by them, dont try and copy them, but look and what u think works well, and then try and recreate (the sytle not the architecture)
- dont be disheartened if it doesnt look like u want it to at first, most mappers here have been mapping for years, on many different engines
Lights are under entities. It's called "light" would you believe. Now, click on and and insert one into your level. Right-click on it, go to its properties and give it a colour and brightness.
Now, try to search for a simple tutorial on the matter next time, before you come posting in here raising blood pressures. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
there wasnt much need for u to say any of that really, as its already been answered
plus everyone started mapping once, granted he shud of tried looking for tutorials first (or enven in the VHE help files) but he didnt no need to have a go at him <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
When I started writing it, the previous posts didn't exist. I was watching a film, it took a long time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
Erm, not <i>that</i> kind of film <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
the wall with the wholes at the top is where the marines could shoot thru but the door that all the way at one end, there is going to be a sliding door but i havnt got to learning that yet but im getten there
but the there is a walk way neer the wholes with at the time i havnt got to work on that when someone asked me if i had any lights in it after that ive been working on that
"to square, needs better textures"
Really, sometimes it's a good start to even get a map that compiles without errors on your first time, but one thing you should bear in mind. Never, under any circumstances, release your first map. Especially in an unfinished state. The reason behind this is it will be crap, and you too will think it crap when you improve and look back on it. Your first map should be a learning process where you will see your skills develop. I would strongly suggest you don't release anything until you have learnt more than just the very basics. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Read more tutorials, practice new techniques and stop in at #nsmapping (gamesurge) if you need any help.
just take ur time over getting sumint released, compile often, so u can tell how it looks ingame, coz im pretty sure u'll realise that the area uve made is huge in game, a little helper is to add an info_player_start so u can get a better idea of scale, i had to do that for the first 15 or so mapping tries just so i kno what a gud height for a room is.
but like esuna said its too square and u do need better textures, just look at some of the official maps
since i got the light thing to work, im now trying to learn how to get a sliding door in there but not today, im at my brother in laws work so i wont be doing any mapping today
Edit>>> dude, are those ns 3.0? because not one of them ive seen before ecept the ones for 3.0
thanks all
by the way, do anyone know where i can dl some ns movies?