Sunlight and Structures

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Lostprophetpunk
409 Posts
Posted Jul 24, 2011
Heya there,

I have a new map idea floating in my head, and have got it noted down etc. The only thing is though is that I want to have a go at creating a destroyed map. I would like to have sunlight shining through open areas of the ceiling.

I have no idea how to go about making the sunlight go through the beams etc...and even how to create the sunlight.

Would I have to use area portals? Would I have to use fog?

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Rubrica
305 Posts
Posted Jul 24, 2011
Replied 4 minutes later
Go onto map properties and set the skybox texture to skybox_white, the create an light_environment entity. You can usually leave the settings as they are, or decompile on the of the early maps, like intro6, and use the setting fromnthere. Then, create a brush textured with the skybox tools texture wherever you want the white.
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Lostprophetpunk
409 Posts
Posted Jul 24, 2011
Replied 26 minutes later

Rubrica wrote:
Go onto map properties and set the skybox texture to skybox_white, the create an light_environment entity. You can usually leave the settings as they are, or decompile on the of the early maps, like intro6, and use the setting fromnthere. Then, create a brush textured with the skybox tools texture wherever you want the white.

So would the skybox have to be all around the map?

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Rubrica
305 Posts
Posted Jul 24, 2011
Replied 3 minutes later
No, and that's a very very bad idea. Just create the brush where you want the lighting; eg, if you wanted the roof of the room to represent the sky, just texture it with the skybox texture. As I said, decompile a campaign map to see how they did it if you're stuck.
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satchmo
415 Posts
Posted Jul 24, 2011
Replied 26 minutes later
Make sure you texture the entire "sky" or ceiling brush with the skybox texture, and not just one brush surface.
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Lostprophetpunk
409 Posts
Posted Jul 24, 2011
Replied 1 hour later

Rubrica wrote:
No, and that's a very very bad idea. Just create the brush where you want the lighting; eg, if you wanted the roof of the room to represent the sky, just texture it with the skybox texture. As I said, decompile a campaign map to see how they did it if you're stuck.

How would I decompile a map? I have never done it before.

I'm a bit stuck as I literally have to put the skybox covering the hole in the ceiling, otherwise it won't compile.

What could I use to cover the open spaces in the ceiling?

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Rubrica
305 Posts
Posted Jul 24, 2011
Replied 27 minutes later
Yes, cover the ceiling so there are no leaks, but don't box in the whole map; that's what your second post made it sound lime you were doing. Anyway, to decompile a map, just use BSPSource - or, just use these setting for e light_environment, take from intro6:

Y Z X 0 280 0
Pitch. -80
Brightness. 255 247 217 250
Ambient. 255 247 217 400
Sinspreadangle. 5

Leave all the others as they are, wi no special flags set (well, it has no flags to be set anyway).

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satchmo
415 Posts
Posted Jul 24, 2011
Replied 7 minutes later
I wrote a tutorial on outdoor lighting for the Source engine many years ago. The tutorial was for Counter-Strike: Source, but the light_environment entity works the same way for Portal 2.

Hope it helps.

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Lostprophetpunk
409 Posts
Posted Jul 24, 2011
Replied 49 minutes later
Thank you rubrica and satchmo. This has helped alot. Now to find the models for the parts of ceiling where tiles have fallen.
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Rubrica
305 Posts
Posted Jul 24, 2011
Replied 3 minutes later
If you search for rubble, there's a model for an entire collapsed ceiling, but I tend to use the square beam models (search for square), but then that's because I'm not going for a fully destroyed theme; the early stages of my map are set as the facility is being destroyed at the end of Portal, so there's np moss, no vines, et cetera.
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Lostprophetpunk
409 Posts
Posted Jul 24, 2011
Replied 9 minutes later

Rubrica wrote:
If you search for rubble, there's a model for an entire collapsed ceiling, but I tend to use the square beam models (search for square), but then that's because I'm not going for a fully destroyed theme; the early stages of my map are set as the facility is being destroyed at the end of Portal, so there's np moss, no vines, et cetera.

That was the kind of style I was looking for. =] It's rubble, but new rubble.

I am doing this map as my last two maps have been 'clean' style.

Has anyone got any tips for destroyed maps?

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Rubrica
305 Posts
Posted Jul 24, 2011
Replied 6 minutes later
Well, if it's pre-GLaDOS' activation, the cameras should all be turned off and there should be no active lights in the observation rooms; the main light source should be the sky. Make things dynamic; use trigger_looks to activate collapsing panels, sparks, et cetera. Make the testing elements broken; for example, create a light bridge that turns off as the player lands on it then turns back on JUST in time to save the player. Use the broken test chambers as a puzzle in and of themselves; change a simple puzzle into a difficult one by making one of the test elements broken, or adding rubble to block a laser's path... The list goes on. Creativity is unrestriced with destroyed maps.
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Lostprophetpunk
409 Posts
Posted Jul 24, 2011
Replied 7 minutes later
Thank you Rubrica. You are such a great member. =] I have got a solid idea for the first part of the map down. Just coming up with ideas for linking rooms and brining some creativity. I love having the mind of a web developer...it brings numerous amounts of ideas to my head.
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satchmo
415 Posts
Posted Jul 24, 2011
Replied 2 hours later
The correct skybox texture for the map properties is "sky_white", not "skybox_white".
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iWork925
1,080 Posts
Posted Jul 24, 2011
Replied 2 hours later

Lostprophetpunk wrote:
Thank you Rubrica. You are such a great member. =]

:boring:

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WinstonSmith
940 Posts
Posted Jul 24, 2011
Replied 37 minutes later

iWork925 wrote:
Lostprophetpunk wrote:

Thank you Rubrica. You are such a great member. =]

:boring:

I hope there was a point in posting that emote.

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iWork925
1,080 Posts
Posted Jul 24, 2011
Replied 1 hour later

WinstonSmith wrote:
iWork925 wrote:

Lostprophetpunk wrote:

Thank you Rubrica. You are such a great member. =]

:boring:

I hope there was a point in posting that emote.

:boring:

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WinstonSmith
940 Posts
Posted Jul 25, 2011
Replied 3 hours later

iWork925 wrote:
WinstonSmith wrote:

iWork925 wrote:

:boring:

I hope there was a point in posting that emote.

:boring:

Again, I'm curious as to your reason for posting the "boring" emote 1) in response to a genuine display of gratitude and 2) in response to me asking the first time.

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Lostprophetpunk
409 Posts
Posted Jul 25, 2011
Replied 36 minutes later

iWork925 wrote:
Lostprophetpunk wrote:

Thank you Rubrica. You are such a great member. =]

:boring:

I was showing some appreciation for the help towards some Portal 2 mapping. I'm pretty sure if you help someone with their mapping, you would want some sort of thank you in return?

The reason I always appreciate help is because other members are giving their free time to help me, and others members. If you think that giving being giving some sort of thank you, is boring, then surely you cannot like the fact that someone is grateful for the help they have received?

Also, on the fact that you posted the emoticon the second time to WinstonSmith...troll harder.

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Lostprophetpunk
409 Posts
Posted Jul 25, 2011
Replied 7 hours later
Sorry for the double post. Rather than making a new topic I will post in this one.

I have made spaces (just holes in the ceiling for testing) and a space in which I have placed the square ceiling rig. However, the sunlight doesn't shine through the square ceiling rig at all, but it does the other place.