sharper shadow lines

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Bulska
204 Posts
Posted Jul 02, 2008
In my map, the edges of shadows in the lightmap look a bit blurry. How can I make them a bit sharper edged? I think it will look better.

Also, what effects of HDR and such take place with a portal map from the original story line? And how to add them myselves?

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taco
504 Posts
Posted Jul 02, 2008
Replied 7 minutes later
I believe what you are talking about is lightmaps, you can read about them here: http://developer.valvesoftware.com/wiki/Lightmap
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cornontheCoD
150 Posts
Posted Jul 02, 2008
Replied 8 hours later
im pretty sure theres an entity for shadow control CALLED shadow control or something like that. I saw it in a TF2 map so it could just maybe be TF2 exclusive.
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reepblue
894 Posts
Posted Jul 02, 2008
Replied 28 minutes later

cornontheCoD wrote:
im pretty sure theres an entity for shadow control CALLED shadow control or something like that. I saw it in a TF2 map so it could just maybe be TF2 exclusive.

Err... What? I saw that entity in the example map!

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msleeper
4,095 Posts
Admin
Posted Jul 02, 2008
Replied 22 minutes later
Increase your lightmap scale. Keep in mind that this will exponentially increase the VRAD compile time and your final map file size, so don't over do it.
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Doomsday192
371 Posts
Posted Jul 02, 2008
Replied 16 minutes later

msleeper wrote:
Increase your lightmap scale. Keep in mind that this will exponentially increase the VRAD compile time and your final map file size, so don't over do it.

you mean decrease right?

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msleeper
4,095 Posts
Admin
Posted Jul 02, 2008
Replied 5 minutes later
I guess. While the value is getting smaller, the intensity and amount of data that is calculated and stored is increasing.
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Bulska
204 Posts
Posted Jul 03, 2008
Replied 10 hours later
Ah thanks, I guessed it were the lightmaps, I've worked with them before in the Unreal Editor.

I'll take a look And how about HDR effects? I'll look it up in the example maps, but if I cant find it, help here would be great.

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Bulska
204 Posts
Posted Jul 03, 2008
Replied 9 hours later
Um where to find Lightmap settings...?
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taco
504 Posts
Posted Jul 03, 2008
Replied 13 minutes later

taco wrote:
I believe what you are talking about is lightmaps, you can read about them here: http://developer.valvesoftware.com/wiki/Lightmap

The very first sentence from the article: "A lightmap is the static lighting data for each Brush face."

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Bulska
204 Posts
Posted Jul 03, 2008
Replied 1 minutes later
ah just like UT then...

How to select all surfaces in the map?
(or is this a bad idea seeing the amount of surfaces which don't require change in light map?)

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msleeper
4,095 Posts
Admin
Posted Jul 03, 2008
Replied 36 minutes later

Bulska wrote:
ah just like UT then...

How to select all surfaces in the map?
(or is this a bad idea seeing the amount of surfaces which don't require change in light map?)

Yes, if you read what I said, this is a horribly bad idea. You only want to increase the lightmap scale for surfaces you specifically want sharper shadows. The default lightmap scale is fine in most instances.

You can adjust the lightmap scale from the texture tool.

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Bulska
204 Posts
Posted Jul 03, 2008
Replied 44 minutes later
ok, I'll use it where it fits and will do everything I can to prevent spamming with it. The surfaces hit by the light coming from the obversation rooms are certainly going to look better now ^^
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dvlstx
183 Posts
Posted Jul 14, 2008
Replied 10 days later

reepblue wrote:
Err... What? I saw that entity in the example map!

That entity just controls the shadow colour and distance to project the shadow of prop_physics's and prop_dynamic.

To make 'sharper', more detailed shadows, use the Face Edit tool, select ALL brush faces you want, then change the Lightmap Scale to a lower number. (CAUTION:The lower the lightmap scale, the LONGER your compile times will be. This is due to it having to figure out much more 'detail', [lightmaps,] in your shadows.)