On the Aesthetic Themes in Portal 2 - v0.9.1

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Hober
1,180 Posts
Posted Aug 07, 2011
Replied 5 hours later
Pro-tip: a wiki is a way better tool than a forum for collaboratively writing and editing a document (as opposed to adding to a discussion). The VDC is definitely the place to consolidate this with all the changes and suggestions.

I'm not trying to discourage discussion of the guide, which is more than welcome. Just trying to save you some hassle by using the right tool for the job.

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Vordwann
767 Posts
Posted Aug 07, 2011
Replied 3 hours later
Yeah the stuff they have on the VDC right now for different themes is really not enough. So good on you guys!
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Marise
249 Posts
Posted Aug 07, 2011
Replied 1 hour later

Rubrica wrote:
The field is called 'fix up name'; instances are named slightly differently to normal entities. The fix up name, by default a prefix, is used to target entities in the instance that are not referred to by a standard instance input, Say you had an instance with a fix-up name of Bob, and an entity inside it called Bobson. You would send the input you wanted to Bob-Bobson.

Thanks.

I am not sure if I'm using this right. Does it matter where in the map I place the global_ents instance? Also, when I create the logic_auto and enter the output, the text "instance:environment yada yada" is in red no matter which one I select. As if it were referring to something which doesn't exist. I'm not sure why.

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Rubrica
305 Posts
Posted Aug 07, 2011
Replied 21 minutes later
The instance can go anywhere, as it's entirely sealed, though I'd recommend placing it far outside the map, and all instance inputs show up red, but they work anyway.
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iWork925
1,080 Posts
Posted Aug 07, 2011
Replied 2 hours later
Quick questions about old aperture:

1) Does anyone have fixed elevator 'instances'?
2) Geodomes, fog or not to fog?

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ForbiddenDonut
142 Posts
Posted Aug 07, 2011
Replied 17 minutes later

Quote:
1) Does anyone have fixed elevator 'instances'?

I assume you are referencing the underground instances. To get them to work, all you need to do is make a logic_auto with the inputs:
OnMapSpawn - Start_Teleporter - Teleport - 0.00 - No

and a point_teleport with "Entity to Teleport" as "!player".

Put your player + portalgun in a nodraw box outside the map.

Quote:
2) Geodomes, fog or not to fog?

Fog. Use the global_ents and set the fog to "underground" using a logic_auto. If you are making a co-op map, make the co-op global ents and set it to "underground."

Let me know if you have any more Old Aperture questions. :thumbup:

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iWork925
1,080 Posts
Posted Aug 07, 2011
Replied 1 hour later
1) Thanks, but that did not answer my original question.
2) The 'underground' fog was too dense, but another one proved usefull.
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ForbiddenDonut
142 Posts
Posted Aug 07, 2011
Replied 5 minutes later

Quote:
1) Thanks, but that did not answer my original question.

Perhaps you didn't understand me. You can add those two entities to the actual instance and it's fixed. There is no need to make a new one.

Quote:
2) The 'underground' fog was too dense, but another one proved usefull.

Unfortunately, that's the problem with the global_ents - the lack of customization. Something I learned when making my Old Aperture map, however, is that the underground fog changes a lot based upon the light you have in your map. Also, HDR and full compile settings makes it a lot lighter.

Glad you found one, though!

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CrazyGuy
144 Posts
Posted Aug 07, 2011
Replied 39 minutes later
Interesting guide you have here. Being an OCD myself, I went through the game several times, much of the time in noclip, to look at all the finer details and the specific textures and models used with each theme. So I did notice many of the points you went over, but it is cool to see it in written form.
The problem I had was how you sort of pigeonholed certain testing elements to certain themes. While I admit that certain testing elements would not be appropriate for certain themes (like putting funnels and lightbridges in an old aperture map) there is a lot of crossover available. For example, I am currently working on a map using the overgrown theme, however it makes heavy use of faithplates and minor use of lasers. While technically you don't see these elements until the destroyed/reconstruction theme, they still fit with the vines and warm lighting and all.

Now I don't want to be too critical here, but there is something BIG that the guide was missing, something that none of the other posters have addressed, and something that as a photographer, artist and designer I personally find most important.
And that is the subject of LIGHTING.
Yes, lighting. Once you have thought of the puzzles, designed the area, and detailed it with props and textures and such, you still have to light the damn thing. And that can be quite daunting. Remember the lighting has to be integrated into the map in such way as to be logical, visible (lighting coming from nowhere looks weird), effectively light the area and, where possible, be used to accent certain puzzle elements or be used to give hints as to where to go next.
I have a quick lighting guide right now, I might write a better one later if I feel like it.

Pre-glados overgrown: I noticed that the majority of the lighting in the overgrown test chambers came from the sky or "simulated daylight" as it were, which consisted of a rectangular "chute" textured with rusty metal, frequently accentuated with the squarebeam_off models (skin 1 for rusted) with some debris thrown in and every now and then pipes going accross. The white texture on the top is presumably one of the skywhites (that dont make light) because when you use the white light textures, it vastly overlights the map. So what I use for the actual lighting is a light_spot with a high constant and wide angle and medium brightness paired with an env_projectedtexture to make shadows from the beams and debris.
Post GLaDOS destroyed: again these ceiling sky lights are used, but in addition to that the long glass light panels are also used in the walls.
GLaDOS clean: These chambers make more use of the glass light panels, but also are heavily lit by the observation rooms as well. These rooms are generally lit warm, and you can use the various lightpanel instances that come with the SDK. These panels use a brush with a light texture to generate the lighting.
BTS: Lit entirely by point lighting with props. Mostly fluorescent tubes attatched to walls, with some fluorescent tubes standing on poles. A lot of use of env_projectedtexture to cast shadows of the catwalks and beams above onto the catwalk you are walking on. Ambient lighting is also used. Neutral or cool lighting preferred, but mostly neutral.
Old Aperture: Also entirely (as far as I can tell) lit by props with point lights. However these lights mostly use light bulb meshes with few if any fluorescent tubes (although they did have them back then.) The spheres are lit by those big stadium lights on top of trusses sticking out fo the water. Within the chambers there is some fluorescent lighting. If projected textures are used, they should come from the big stadium lights.
Wheately clean: Much heavier use of the glass light panels than in the GLaDOS chambers, often in strange arrangements. Cool and neutral light here.
Wheately Destroyed: Again, heavy use of glass lgihtpanels, but now with a lot of light and projectedtextures comming in from just outside the chamber, supplied by fluorescent light props.


I noticed you hadn't yet written a guide for the Wheatley Destroyed theme (my personal favorite.) I just made a map in that theme, and as a model I used the example map sp a4 lasercatapult (I think was its name) plus fly throughs of the other areas. Try it out and what you think. I might write a guide for this one myself. The puzzles are kind of hard, but if you want to look at the stuff just use noclip (or just watch the demo files with the solutions) It is Additional Ch8 Tests, link is in my sig

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iWork925
1,080 Posts
Posted Aug 08, 2011
Replied 2 hours later
I LOVED the 'outside' aesthetics in your maps, even if the puzzles were lacking in your latest ones. Maybe you could do a tutorial on how to achieve these aestheitcs. ie; what textures/props to use and how to set it out.
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satchmo
415 Posts
Posted Aug 08, 2011
Replied 1 hour later
I pay far more attention to lighting than texturing. That's always been my tendency.

And it's not just the "light" part of lighting. I am even more obsessed about shadows.

Lightmap grid density should be adjusted according to the intensity of the light source and the relative distance between the object casting the shadow and the surface that the shadow is casting on. And no, sharper shadow is not always better. It annoys me when I see the lightmap density is increased to "2" everywhere in the map. Not only does this increase the size of the BSP to gargantuan proportion, it's also unrealistic. Just look around at the shadows in the real world. The farther the distance between the object and the surface, the blurrier the shadow edge.

So take a look at all the brush surfaces in your map, and adjust the lightmap density appropriately. Sometimes leaving it at "16" is the best thing. Remember, sharper shadow is not necessarily better.

Another thing, I don't see too many people adding a light entity above the floor buttons. This is done in virtually every single button in the official maps. However, my personal opinion is that the official maps made the brightness of the red light entity too high. I think they set it at 25-50 or so. I think it looks most appropriate at "10", and set it just above the button. This setting will give the button the appearance of a soft red glow, but not too glaring. Some of the official maps set the light entity 64 units above the button, which looks quite odd.

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Team Citruz
17 Posts
Posted Aug 08, 2011
Replied 23 minutes later
By 'drop' button, you mean floor_button
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Rubrica
305 Posts
Posted Aug 08, 2011
Replied 1 hour later
CrazyGuy and satchmo: Ah, you're psychic. :smile: Don't worry, it occurred to me that lighting was vital, and it will be coming next update, along with the Wheatley destroyed theme. The little tip you gave about the button light is good, by the way, satchmo, though I can't say I ever noticed it before. Though, CrazyGuy, you were only half-right about the skybox; it is a White skybox, but it DOES give off light. See my tutorial on skybox lighting in the pre-GLaDOS destroyed section for information on how to do this - though your method is perfectly valid, and an interesting alternative.

Anyway, v.1.0 is coming soonish, and all these vital little bits will be added, but I'm kind of tied up with other things at the moment, so it might be a little while. Thanks for all your support, guys!

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Lostprophetpunk
409 Posts
Posted Aug 08, 2011
Replied 6 hours later

satchmo wrote:
I pay far more attention to lighting than texturing. That's always been my tendency.

And it's not just the "light" part of lighting. I am even more obsessed about shadows.

This made me smile a bit. As soon as I read your post the term 'chiaroscuro' came into my head. That was one of a few terms I learned whilst starting my first year at University.

You will see alot more 'chiaroscuro' effects in film noir.

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Rubrica
305 Posts
Posted Aug 08, 2011
Replied 34 minutes later
The connection half-occurred to me, too, but only because I spend ridiculously obsessive amounts of time reading Wikipedia for leisure.
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CaretCaret
290 Posts
Posted Aug 15, 2011
Replied 7 days later
Are you still working on this?
I could use the Wheatley Destroyed Chambers part right about now. :biggrin:
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RubbishyUsername
167 Posts
Posted Aug 16, 2011
Replied 22 hours later
I don't know whether some one has pointed this out, but one of your big spoilers isn't working. Otherwise, excellent guide. The early Wheatley chambers aren't entirely clean, however: in his first "test" there is a walkway poking into the chamber. I would rephrase it to "very rare" damage to the tests. Don't forget to mention to include creaks and groans in the Wheatley maps!
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Vordwann
767 Posts
Posted Aug 16, 2011
Replied 32 minutes later
That's what the destruction_ents instance is for. It's a bunch of sounds/camera shakes that patrol around your map on a tracktrain.
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Reload
22 Posts
Posted Aug 27, 2011
Replied 10 days later
You sir are a wizard at mapping.
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ebola
59 Posts
Posted Aug 28, 2011
Replied 1 day later
On the note of the destroyed themes, a few things haven't yet been noted. Camera shakes from distant explosions is used throughout. It is important to use foliage to block out lighting than for the sake of having foliage itself. The feeling you get from vines blocking out the little light that pours in is key to making it feel nature is returning. Instead of using just natural sunlight in a destroyed area, throw in a few artificial lights like the embedded lights. This will help the player see the contrast between the two and also separate the feeling in their minds.