Player1 needs help lighting
Quote from Player1 on April 27, 2011, 5:40 pmFWIW I'm a total Hammer noob and I followed the instructions on the wiki and were able to successfully create a map and run it in Portal 2 (a large part of the success was that the FGD they link include a sample VMF with a lot of entities already setup and working).
For some reason it just won't light properly, but maybe I'm not using the correct entities. As I said I'm a total noob when it comes to Source/Hammer. (Though I'm a game developer so I'm not exactly unfamiliar with the concepts. I must say I find the whole Hammer edit / compile / play cycle to be a drag. I'm used to wysiwyg editing and press play to play in less than a second. But I'm hoping I can get used to it.)
FWIW I'm a total Hammer noob and I followed the instructions on the wiki and were able to successfully create a map and run it in Portal 2 (a large part of the success was that the FGD they link include a sample VMF with a lot of entities already setup and working).
For some reason it just won't light properly, but maybe I'm not using the correct entities. As I said I'm a total noob when it comes to Source/Hammer. (Though I'm a game developer so I'm not exactly unfamiliar with the concepts. I must say I find the whole Hammer edit / compile / play cycle to be a drag. I'm used to wysiwyg editing and press play to play in less than a second. But I'm hoping I can get used to it.)
Quote from Nightgunner5 on April 27, 2011, 5:47 pmPlayer1 wrote:For some reason it just won't light properly, but maybe I'm not using the correct entities. As I said I'm a total noob when it comes to Source/Hammer. (Though I'm a game developer so I'm not exactly unfamiliar with the concepts. I must say I find the whole Hammer edit / compile / play cycle to be a drag. I'm used to wysiwyg editing and press play to play in less than a second. But I'm hoping I can get used to it.)Is the lighting not working whatsoever or are the shadows just bad? There are multiple reasons for each, so I think you should create a new thread so we can troubleshoot.
Is the lighting not working whatsoever or are the shadows just bad? There are multiple reasons for each, so I think you should create a new thread so we can troubleshoot.
Quote from Player1 on April 27, 2011, 6:03 pmNightgunner5 wrote:Is the lighting not working whatsoever or are the shadows just bad? There are multiple reasons for each, so I think you should create a new thread so we can troubleshoot.I had used a "light_spot" which I couldn't make work. Then I tried just a basic "light" which works fine (makes lightmaps and does HDR in engine) the only "problem" being that the Hammer "3d lighting preview" looks much darker than it does in-game. I've also tried "light_dynamic" without success. But no real need to troubleshoot yet since I'm not serious about mapping quite yet
I think the troubleshooting I need is a link to a good "ok so you've never used Hammer before, so here's what's what"-guide and a "ok so you absolutely need to know about these entities"-guide
I had used a "light_spot" which I couldn't make work. Then I tried just a basic "light" which works fine (makes lightmaps and does HDR in engine) the only "problem" being that the Hammer "3d lighting preview" looks much darker than it does in-game. I've also tried "light_dynamic" without success. But no real need to troubleshoot yet since I'm not serious about mapping quite yet
I think the troubleshooting I need is a link to a good "ok so you've never used Hammer before, so here's what's what"-guide and a "ok so you absolutely need to know about these entities"-guide
Quote from msleeper on April 27, 2011, 6:14 pmThe lighting preview is garbage, don't use it. It sounds like you have experience with UDK. Source uses a lot of precalculated lighting, so there really isn't a WYSIWYG method. Lighting, finalized lighting, is one of the last things you should worrk about. Basic light entities will be all you need while you just test things.
The lighting preview is garbage, don't use it. It sounds like you have experience with UDK. Source uses a lot of precalculated lighting, so there really isn't a WYSIWYG method. Lighting, finalized lighting, is one of the last things you should worrk about. Basic light entities will be all you need while you just test things.
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Quote from Player1 on April 27, 2011, 6:19 pmOoh you spawned it into a new thread. Might be a bit overkill but of course I won't say no to help
(I haven't done anything in UDK, but most of my development experience comes from Unity3D and earlier proprietary editor/engines that were pretty similar.)
Ooh you spawned it into a new thread. Might be a bit overkill but of course I won't say no to help
(I haven't done anything in UDK, but most of my development experience comes from Unity3D and earlier proprietary editor/engines that were pretty similar.)
Quote from msleeper on April 27, 2011, 7:34 pmUnity is rad as shit. But same thing really, neither engine has precalculated lighting like Source does.
Unity is rad as shit. But same thing really, neither engine has precalculated lighting like Source does.
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Quote from Player1 on April 28, 2011, 4:07 ammsleeper wrote:Unity is rad as shit. But same thing really, neither engine has precalculated lighting like Source does.Okay going _slightly_ off-topic but Unity does have lightmapping. (That it's buggy as shit is another thing entirely.)
Okay going _slightly_ off-topic but Unity does have lightmapping. (That it's buggy as shit is another thing entirely.)
Quote from Beer-Me on April 29, 2011, 11:03 amI concur with Player1, any tips of making decent lighting (right now I have whacked a light entity in the world along with an env_cubemap entity), it looks pretty crappy.
I concur with Player1, any tips of making decent lighting (right now I have whacked a light entity in the world along with an env_cubemap entity), it looks pretty crappy.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from Nightgunner5 on April 29, 2011, 11:06 amBeer-Me wrote:I concur with Player1, any tips of making decent lighting (right now I have whacked a light entity in the world along with an env_cubemap entity), it looks pretty crappy.Play around with env_projectedtexture. You can only have one active at a time, but it allows you to have really good shadows and a dynamic spotlight. Make sure you enable shadows on it, though!
Play around with env_projectedtexture. You can only have one active at a time, but it allows you to have really good shadows and a dynamic spotlight. Make sure you enable shadows on it, though!
Quote from msleeper on April 29, 2011, 3:43 pmPersonally I try to use light_spot more than just a normal light entity. You get more realistic lighting I think.
Personally I try to use light_spot more than just a normal light entity. You get more realistic lighting I think.
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