Lighting... I Don't get it!

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BobbyJEL101
69 Posts
Posted Nov 25, 2011
Ok, so... I've been working on maps for portal 2, and actually am getting at it! But one thing that just gets me stuck every time is lighting! Can anyone point me to a portal 2 sdk advanced lighting tutorial? Or help me... :3 I want to start mapping for actual purpose... I just need some help!
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spongylover123
944 Posts
Posted Nov 25, 2011
Replied 2 minutes later
What kind of lighting do you want?
Skybox lighting?
Dynamic Lighting?
Fog Lighing?
Normal Lighting?
Or Wall lights lighting?
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BobbyJEL101
69 Posts
Posted Nov 25, 2011
Replied 7 minutes later
All of it. Except skybox... My maps just seem darker than normal maps should... It's not a problem, I just am lost when It comes to lighting...
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spongylover123
944 Posts
Posted Nov 25, 2011
Replied 9 minutes later

Fog:

http://www.youtube.com/watch?v=Mz-qwPfYpbs

Dynamic Lighting (only shadow):
Compiling with
-StaticPropLighting
-textureshadow
-StaticPropPoly

Normal Lighting:
Add a light or light_spot to your map and set your colour

Glass Lights:

http://www.youtube.com/watch?v=taKtmMYbIRY
(this is easier than the light holes from portal)

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BobbyJEL101
69 Posts
Posted Nov 25, 2011
Replied 1 hour later
Here is my situation
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BobbyJEL101
69 Posts
Posted Nov 25, 2011
Replied 35 minutes later
First I tried this Instance... (Pretty fail-ish)

img

Then I tried these Panels (Instances). Which seem to give off barely any light what-so-ever (Also Fail)

img

Then I added normal Lights to the panels giving me this: (We're getting somewhere!)

img

I even tried env_projectedtexture (Nevermind)

img

I want my light-panels to look like this [Which in fact have no entity:lights above them, like I tried] (Good job valve...)

img

This is where I get frustrated :thumbdown:

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beecake
484 Posts
Posted Nov 25, 2011
Replied 22 minutes later
So you place the instance model of those lights you want, where you want. They don't cast any much light if no light is in the instance. Now you can do 2 things.

1: Place a Light in the middle of the model. Make its brightness about 185 225 219 100 (At the picture above i see there is used 2 lights at every model. You can do that too. You can easely see where the light is place if you look where the light casts out from the model)

2: Place a Light_spot at the same place as where you would put the light, and make it point up. I guess the brightness would be the same: 185 225 219 100

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Robdon
204 Posts
Posted Nov 25, 2011
Replied 1 hour later
Hi,

If you find some lighting that you like or want to try out, just decompile the map that has it in, and see how Valve did it.

I hate lighting, so that's what I did to try to learn and see how to do it.

Rob.

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Brainstone
401 Posts
Posted Nov 25, 2011
Replied 1 hour later
If you think your room is too dark, just set a single "light" in the middle of the room. Don't place it at the wall, but exactly in the middle. that should really make your room brighter. The player won't notice it, but these lights are the main source of brightness. If its too bright reduce the last number in the "brightness"-property.
Then, to lighten the white panels like you showed on the picture, just take the normal lights/light_panel_x_med instances. Those emit only very less light, but enough to give these panels a nice touch.
I've also learned that if you don't change any of the quadratic/linear/constant/50%falloff/100%fallof the light will look the most natural.

Hope I could help

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beecake
484 Posts
Posted Nov 25, 2011
Replied 3 hours later

BrainstoneX wrote:
The player won't notice it, but these lights are the main source of brightness

Sometimes you do notice it if the room isn't that big. Then when you walk beneath it the portal gun gets lit up. That kinda annoying

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Another Bad Pun
516 Posts
Posted Nov 25, 2011
Replied 38 minutes later
Using different textures may help too, some have different volumes of reflectivity than others. Observation rooms are also a must, and are best put at high places. This way they can illuminate the usually dark ceilings and high walls. Light panels are best placed on low walls and ceilings. Looking from the pictures you provided, you may want to try the warm panel instances around the door, but the cool panel instances in the actual room. Valve usually uses the warm panel instances to draw the player's attention to certain game-play elements. You can find examples of this during the Single-player and Coop Campaigns.

Good Luck!

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spongylover123
944 Posts
Posted Nov 25, 2011
Replied 13 minutes later
To make the glass lights lighter, just change the white light texture to a higher number in the face edit from .25 to 8
For me I like to add lights near entities e.g:
prop_tractor_beain, in the middle of the base, a light_spot with a blue light and change the color with an input if it reverses
Floor buttons, a small red light in the middle of the button
Doors, add a grey light_spot pointing to it
Gel droppers and cube droppers, add a grey light for the cube droppers, and use orange, blue, or white for gel droppers.
grey lights on the laser emitters
Light bridges, add a sky blue light,
Faith plates, add a grey light.
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MasterLagger
1,695 Posts
Posted Nov 25, 2011
Replied 1 hour later
I just put a prop_static glass_light on the ceiling and a light entity under it.
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BobbyJEL101
69 Posts
Posted Nov 25, 2011
Replied 1 hour later
Thanks All for replying... I'll decompile some maps and take a look at what valve did. Thanks for all the tips :smile:
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BobbyJEL101
69 Posts
Posted Nov 25, 2011
Replied 5 hours later
I got it! Just made my own instances, so I could customize them... :thumbup:

img