Advanced Lighting Effects

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
Can anyone direct me to any tutorials for advanced lighting tecniques?
Mostly what I want is to know how to do lighting like seen in parts of ns_nothing.
Also I have a grate (func_wall with solid transparency) over a light and I want the light to cast shadows from the grate onto the walls without adding (much) geometry.

and any other lighting tutorials/tecniques etc..

Thx.

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    well teh bsic concept can be seen at

    <a href='http://www.vlatitude.com/tutorials.php?tutID=30' target='_blank'>http://www.vlatitude.com/tutorials.php?tutID=30</a>

    make the roatating red lights from parts of hl single player

    which is where you will need to start to get amazing lighting action
  • KombotKombot Join Date: 2003-03-01 Member: 14198Members
    The lighting in Nothing is done with map geometry casting shadows.

    A really good way to do this is to have holes into the cieling where the ligh is, then coat the inside of the whole thing with the NULL texture. Then place your shadow casting bars going accross the light inside that whole, and place the light somewhere up above the bars. Now just make a func wall entity fitting inside the hole, also coated in the NULL texture apart from the bottom face, place the desired light texture on that face.

    Now you have some interesting lighting, with hardly any impact on r_speeds....sorry if you didn't follow that, I might post something with pics later on...
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Now just make a func wall entity fitting inside the hole<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No need, with the tools we have today usually the bars will cast shadows.
  • KombotKombot Join Date: 2003-03-01 Member: 14198Members
    OK, this is what I meant. Maybe this is easier to follow (Sorry for the dodgy 2 minute anim)

    <img src='http://www.imagemagician.org/images/kombot/animation.gif' border='0' alt='user posted image'>
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    Kombot - if u place the brush with the bottom texture painted on too high and the light goes inside it, will the light still work?
  • KombotKombot Join Date: 2003-03-01 Member: 14198Members
    As far as I know yes, so long as Zoners light control isn't set to make the entitiy cast shadows. I could test it, but can't be bothered right now, its been a while since I did some serious mapping.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The lighting in nothing was actually done with light_spots, the bars were just there to make the lights sharper.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Insane if you look it's a juggle of both which is hard to balance out. The texture behind the bars is sort of lit, that is how you can tell texture lighting was used.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    edited March 2003
    Actually, Insane is right there.

    The only sort of light I used to create the streaked lighting in ns_nothing were several light_spot's. I <i>wish</i> I could have put a single light up there above the bars, or used texture lighting, but it really didn't work out all that well that way. :)

    Each streak you see on the walls is actually a light_spot with a very compressed, or thin, cone of light coming out of it. The bars, which are completely world brush based, serve the purpose of sharpening out the edges of those cones of light, and occasionally, to create a "sub streak". Sub streaks (being the tiny little beams of light in some areas) are the only instance of the bars actually creating a streak on its own.

    The reason the light above the bars is lit up, giving the impression that texture lighting was used, is because of the massive amount of light_spots up there, "bouncing" off of the bar brushes. Note, that I would have simply converted these bars to func_walls and used the zhlt_lightflags 2 option to allow them their forming of the light, but it dramtically increases compile time... and with that many brushes to convert, it made compiling all but impossible. Even MonsE's <i>Shodan</i> wasn't able to compile it. :X
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Yeah Ken I'm using almost like a grate but made from brushes (a seen in ut2k3) lighting to see how it comes out with textured lighting. I'm try to get the right balance without using so many ents. Thanks for the info tho =)
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Cool thx Ken...can anyone explain the Zoners lightflags to me...I dont get it :/
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    <b>Default</b> (oldscool):
    This will cause the entity to not cast shadows, as usual.

    <b>Embedded fix</b>

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    The technical explanation:
    The 'EmbeddedFix' is for telling hlrad to not used the complex light bleed fix on the entity, as sometimes when creating a brush entity that sticks through a wall, it will be lit incorrectly from the other side of the wall due to the bleed correction
    The more normal sounding explanation:
    The lighting on the affected solid seems to be brighter, and if the brush goes through a wall, you won't see the light from the other half 'bleeding' through the wall. In the below picture, the pillars are both lit with a blue light underneath, and the one on the right has embedded fix applied:
    <img src='http://www.snarkpit.com/userimages/tuts/Leperous_tut72_2.jpg' border='0' alt='user posted image'><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <b>Opaque</b>
    The entity will block light and cast shadows; it'll still be lit as a normal entity though.

    <b>Opaque with embedded fix</b> (Brush casts correct shadow anywere):
    A combination of the above two effects, recommended if you want objects to cast shadows.

    <b>Opaque with concave fix</b> (special fix For "U" shaped brushes):
    Sometimes when making arches, faces of the inner curve may turn pitch black. Selecting this option will solve that problem.

    In the below image, from right to left, you have pillars lit as;
    default, embedded fix, opaque, opaque with embedded fix.
    <img src='http://www.snarkpit.com/userimages/tuts/Leperous_tut72_1.jpg' border='0' alt='user posted image'>
    Notice that opaque/embedded fix looks the best.

    Using ZHLT lightflags makes RAD taking MUCH longer.
    Just use "<b>-nopaque</b>" in RAD for no final compiles to ignore zhlt lightflags.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Thx Ollj...this is very helpfull <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Glad to have you around <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    On that little animation there is no need for the null inside that block unless your light brush is going to be tied to an entity-As in the compile the engine makes all non-visible planes null instead of a texture.
  • KombotKombot Join Date: 2003-03-01 Member: 14198Members
    Bah, I tried.... I achieved something rather similar to Nothings lighting like this. Been a while since I was mapping anyway.

    Congratulations to Ken20Banks for going to all that work on his map, I'm really impressed.
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