Lighting Problems
Quote from HMW on July 17, 2009, 8:59 amIn the testchamb_a_05.vmf example map, there are some entities near the entrance that you may want to copy and paste into your map. There's a color_correction and an env_tonemap_controler, and also a shadow_control if I remember correctly. These entities tweak some colour and lighting settings for Portal.
If you already have a color_correction, make sure it has the right lookup table set, otherwise it won't do anything. (Somehow I feel I'm again telling you something you already know, but hey... )
In the testchamb_a_05.vmf example map, there are some entities near the entrance that you may want to copy and paste into your map. There's a color_correction and an env_tonemap_controler, and also a shadow_control if I remember correctly. These entities tweak some colour and lighting settings for Portal.
If you already have a color_correction, make sure it has the right lookup table set, otherwise it won't do anything. (Somehow I feel I'm again telling you something you already know, but hey... )
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from WinstonSmith on July 17, 2009, 12:14 pmMek wrote:He meant that light entities in Hammer have a default color value of "white". There is an article on VDC regarding mapping for Portal with the recommended light color for light entities in Portal - it's a blueish one.I was aware of the usage of bluish lights used in the testchambers, and I don't think I've left a light at its default value in any of the maps. I use a gray color, because it's pretty close to the blue used in Valve's maps; I also like the way it looks. Thank you for the advice, though--I'll try modifying all the gray lights to the shade of blue used in testchamber_a_05 and see how it turns out.
HMW wrote:In the testchamb_a_05.vmf example map, there are some entities near the entrance that you may want to copy and paste into your map...Thanks for the heads up. I already put color_corrections and shadow_controls at the beginning of the maps. I missed the env_tonemap_controllers, though, and those have been added. I checked just to make sure, and all the values for the trio are identical to those used in Valve's maps (or at least testchamber_a_05), and the lookup table is indeed testchamber.raw.
On a side note, while trying to find the VDC article containing the light values mentioned by Mek (couldn't find it--no big deal, but could you point me in the right direction?), I read up on pointfiles. Heeding the advice, I have now gone through and corrected any leaks; there were no actual gaps, just accidental func_details. I don't know if it will make a lighting difference (as there was only one in each map), but, hey, the fewer errors the better!
I was aware of the usage of bluish lights used in the testchambers, and I don't think I've left a light at its default value in any of the maps. I use a gray color, because it's pretty close to the blue used in Valve's maps; I also like the way it looks. Thank you for the advice, though--I'll try modifying all the gray lights to the shade of blue used in testchamber_a_05 and see how it turns out.
Thanks for the heads up. I already put color_corrections and shadow_controls at the beginning of the maps. I missed the env_tonemap_controllers, though, and those have been added. I checked just to make sure, and all the values for the trio are identical to those used in Valve's maps (or at least testchamber_a_05), and the lookup table is indeed testchamber.raw.
On a side note, while trying to find the VDC article containing the light values mentioned by Mek (couldn't find it--no big deal, but could you point me in the right direction?), I read up on pointfiles. Heeding the advice, I have now gone through and corrected any leaks; there were no actual gaps, just accidental func_details. I don't know if it will make a lighting difference (as there was only one in each map), but, hey, the fewer errors the better!
Quote from HMW on July 17, 2009, 1:54 pmYou definitely want your maps to be leak-free. The difference in lighting will be pretty obvious, and a leaked map also runs a lot slower, because none of the engine optimisations work. (Each part of the map is always drawn, even when it's hidden behind e.g. a wall.)
WinstonSmith wrote:there was only one [leak] in each mapBe sure to re-compile and check the point file again when you have fixed the leak. It will only report one leak at a time, but your map may contain more than one. Leaks in maps are a lot like mosquitoes. You swat one, turn off the light, go back to bed, then the next one turns up...
You can also easily check if a map has leaks by using "noclip" in-game and move outside the map. You should be able to see the inside of the rooms, like a diorama. If you see all the outer walls of your map, you still have a leak somewhere.
As for the lights, the only point light I use is for the observation rooms. Valve uses the colour "183 204 218 800" for these.
For the light strips in the ceiling: LIGHTS/LIGHT_RECESSEDCOOL002
For block hole lights: LIGHTS/WHITE001.If you have no leaks, the light from these textures will "bounce" off other surfaces and cause a pretty realistic lighting, so you don't need to manually place fill lights.
You definitely want your maps to be leak-free. The difference in lighting will be pretty obvious, and a leaked map also runs a lot slower, because none of the engine optimisations work. (Each part of the map is always drawn, even when it's hidden behind e.g. a wall.)
Be sure to re-compile and check the point file again when you have fixed the leak. It will only report one leak at a time, but your map may contain more than one. Leaks in maps are a lot like mosquitoes. You swat one, turn off the light, go back to bed, then the next one turns up...
You can also easily check if a map has leaks by using "noclip" in-game and move outside the map. You should be able to see the inside of the rooms, like a diorama. If you see all the outer walls of your map, you still have a leak somewhere.
As for the lights, the only point light I use is for the observation rooms. Valve uses the colour "183 204 218 800" for these.
For the light strips in the ceiling: LIGHTS/LIGHT_RECESSEDCOOL002
For block hole lights: LIGHTS/WHITE001.
If you have no leaks, the light from these textures will "bounce" off other surfaces and cause a pretty realistic lighting, so you don't need to manually place fill lights.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from WinstonSmith on July 17, 2009, 2:22 pmI discovered the bit about only displaying one leak at a time after I posted--sorry. All the leaks are now fixed. I just tested the maps for the first time after the leak fixing, by the way, and you're absolutely right--I was blown away by the difference in lighting! Thanks for the advice.
I discovered the bit about only displaying one leak at a time after I posted--sorry. All the leaks are now fixed. I just tested the maps for the first time after the leak fixing, by the way, and you're absolutely right--I was blown away by the difference in lighting! Thanks for the advice.
Quote from reepblue on July 17, 2009, 5:46 pmHMW wrote:Be sure to re-compile and check the point file again when you have fixed the leak. It will only report one leak at a time, but your map may contain more than one. Leaks in maps are a lot like mosquitoes. You swat one, turn off the light, go back to bed, then the next one turns up...Not for me. You just map neatly and you will be ok.
But yeah, from the image, looked like you had a leak, but I thought you fixed it already so I did not say anything.
Not for me. You just map neatly and you will be ok.
But yeah, from the image, looked like you had a leak, but I thought you fixed it already so I did not say anything.
The more you give, the less appreciated it will be received.
Quote from Mek on July 18, 2009, 3:15 amWinstonSmith wrote:On a side note, while trying to find the VDC article containing the light values mentioned by Mek (couldn't find it--no big deal, but could you point me in the right direction?)I could't find it either now, sorry... but you can look up the color values in the sample test chamber vmf anyway..
I could't find it either now, sorry... but you can look up the color values in the sample test chamber vmf anyway..
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Quote from HMW on July 18, 2009, 8:11 amreepblue wrote:Not for me. You just map neatly and you will be ok.Does mapping neatly get rid of mosquitoes? That would be nice
But yes, this experience is from the days when I just started out mapping and was placing brush entity centre handles outside the map, func_detail outer walls etc.
Once you get better at mapping, this problem pretty much goes away.
Does mapping neatly get rid of mosquitoes? That would be nice
But yes, this experience is from the days when I just started out mapping and was placing brush entity centre handles outside the map, func_detail outer walls etc.
Once you get better at mapping, this problem pretty much goes away.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from WinstonSmith on July 24, 2009, 2:33 pmWinstonSmith wrote:Mek wrote:He meant that light entities in Hammer have a default color value of "white". There is an article on VDC regarding mapping for Portal with the recommended light color for light entities in Portal - it's a blueish one.I was aware of the usage of bluish lights used in the testchambers, and I don't think I've left a light at its default value in any of the maps. I use a gray color, because it's pretty close to the blue used in Valve's maps; I also like the way it looks. Thank you for the advice, though--I'll try modifying all the gray lights to the shade of blue used in testchamber_a_05 and see how it turns out.
Done! I tested it out using the bluish color; it works much better. I'll change the lights to the new color throughout the maps.
I was aware of the usage of bluish lights used in the testchambers, and I don't think I've left a light at its default value in any of the maps. I use a gray color, because it's pretty close to the blue used in Valve's maps; I also like the way it looks. Thank you for the advice, though--I'll try modifying all the gray lights to the shade of blue used in testchamber_a_05 and see how it turns out.
Done! I tested it out using the bluish color; it works much better. I'll change the lights to the new color throughout the maps.