Lighting Troubles! Created 19 years ago2005-10-24 20:01:52 UTC by Unbreakable Unbreakable

Created 19 years ago2005-10-24 20:01:52 UTC by Unbreakable Unbreakable

Posted 19 years ago2005-10-24 20:01:52 UTC Post #143451
For those of you who just seen my last problem that I just fixed, well, heres an addon.

So your past the lighthouse, and lasers. Your in the elevator, going down.

The elevator doors open. in front of you is another high tech looking hallway.. only problem is...

THE LIGHTING IS TERRIBLE!!! :zonked:
User posted image
What I need to know is, how do I get rid of the unwanted shadows? :
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-24 20:09:20 UTC Post #143452
id try covering the piped in a single func_wall thats invisible. that might fix it somewhat

lighting color might help to

and using func_walls will prevent any nasty face spliting that might make the shadows wierd
Posted 19 years ago2005-10-24 20:10:42 UTC Post #143453
ah, thank-you, I'll try some of the suggested.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-24 21:35:59 UTC Post #143463
Use some point-lights as well as texture lights.. They seem to work well together...

It might not be the lighting that makes that hallway look... icky...

I would retexture it, and make the pipe things into a func_walltoggle

lighting is the hardest thing to do in mapping. It can make or break an entire map.
Posted 19 years ago2005-10-24 21:45:30 UTC Post #143465
um, btw theres only two textures in the map.. lol

I used the 'White' texture for everything, but the custom light textures.. lol

Anyways, I turned the pipes into a func_illusionary, and changed the white texture to a different texture so that theres not just a solid color, and it worked out very well. (See pic below)

Thanks again for everyones help.
only minor problem is, where the arrow is pointed, its a bit darker, but it's hardly noticable.
User posted image
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-25 03:53:36 UTC Post #143483
The texture could do with some decoration... like a stripe all the way along or something. It's some very nice brushwork, but the texturing is poor.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-25 04:43:59 UTC Post #143494
to me, the dark part of the pipe looks good... but... If you want the "fullbright" look, then just move your point light (If you have one) a little bit closer to the ground.

Seventh is right about the texturing...

The pipe may look better once you texture the rest of the hallway?

btw, make the arch looking things a nice shiny metal.
Posted 19 years ago2005-10-25 05:01:36 UTC Post #143504
And remember that lights dont always have to be on top! Alternate them for a better effect. Since the hallway is already uncommon and tech looking, you can do a lot with it.
By the way, it reminded me of some of the halls in my star trek maps :)
Posted 19 years ago2005-10-25 06:28:42 UTC Post #143525
The texture could do with some decoration... like a stripe all the way along or something. It's some very nice brushwork, but the texturing is poor.
:

Guys.. stop saying the texturing sucks!! I hve'nt even attempted to texturize it yet. I want to get all the brush work done in the hallway first. Then I will texture it!..

lol :D

And ya, it looks alright now that I look at thew shadow closer.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-25 06:41:50 UTC Post #143532
heh, i had that... well have that in my map, although i've used the point-lights and they are still there. the ceiling is completely flat though. the shadows are cast around the point light
Posted 19 years ago2005-10-25 07:03:08 UTC Post #143541
Really! Cool, send in some screens! I'd like to see different techniques I may decide to use in this hallway. :)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-25 07:53:08 UTC Post #143555
Are thoses pipes made out of world brushes?
Posted 19 years ago2005-10-25 11:44:11 UTC Post #143630
get a bsp decompiler and decompile some of the original hl1 maps. They did their lighting very differently than you may think! (but don't copy stuff out of them; that's illegal!)
Posted 19 years ago2005-10-25 15:45:20 UTC Post #143702
DON'T DECOMPILE ANYTHING...

you cannot talk about that here...
Posted 19 years ago2005-10-25 15:48:39 UTC Post #143704
but don't copy stuff out of them; that's illegal!
lol, no it's not.
you cannot talk about that here...
Why not? If the purpose is just too look at how the lightning was made, I can't see anything wrong with it.
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-10-25 15:58:29 UTC Post #143706
I think that decompiling of copyrighted maps from HL1 is illeagal.
And we're not supposed to speak about illeagal stuff here.
So BL is right
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-25 16:01:38 UTC Post #143707
So decompiling the models from hl is illegal? No.
And even if it is, noone cares.
ChickenFist ChickenFist<Witty Title>
Posted 19 years ago2005-10-25 16:18:40 UTC Post #143715
Decompiling is fine people... just don't steal.

Though asking the author is a better idea imho (though in official maps, that might be somewhat difficult). I know I've decompiled several HL2 models and materials to look at how the .qc files were set-up and how the alpha-channels in their textures were done. Pakrat for example, was made by extensively studying the .bsp format (if not reverse-engineering) so it even works with the new v20 .bsp's while Valve's winbsp still expects v19...
Posted 19 years ago2005-10-25 17:11:50 UTC Post #143734
This may be true, but you do learn more if you figure things out for yourself...
Posted 19 years ago2005-10-29 10:55:12 UTC Post #144299
of guys, this is kinda wierd, I never had this problem till now with a certain spot on the wall:

User posted image


What should I do to get rid of it?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-29 11:05:36 UTC Post #144302
How very strange. Try tying stuff around it to an entity. Use gl_wireframe to examine face splitting.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-29 11:07:22 UTC Post #144303
I can't run in OpenGL so that option is'nt available to me. :
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-29 11:12:23 UTC Post #144309
Er, how hard have you tried?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-29 11:36:46 UTC Post #144322
Well, I need a new graphics card.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-10-29 12:18:39 UTC Post #144331
This may be true, but you do learn more if you figure things out for yourself...
I thought so at first too. But I think some things you can learn much faster by looking at good examples. I learned how to do scrolling textures in HL2 by looking at someone elses .vmt. Though I would've figured it out on the long run anyway, it saved me quite some time. Efficiency isn't wrong. ;)

About that strange lighting problem, I have a long-term problem in HL that shows up the lightmaps a bit hussled through each other. Shining at them with the flashlight sets them to the correct position. Maybe it's some sort of problem like I have, maybe not... just what that lighting problem made me think about.
Posted 19 years ago2005-10-29 13:00:03 UTC Post #144334
@Captain P: I used to have that problem, and as you said It went away with the flashlight of the light of an explosion. Reloading the level also fixes it. It used to happen but not anymore.

@Unbreakable: just clip the brushes and lighting will be more precise. The problem of the brush in your screenshot is that it is too long, and RAD doesnt know how to light it.
Posted 19 years ago2005-11-01 07:15:41 UTC Post #144675
Hmm, I had a problem similar, although it was caused by switching fullbright on and off. Certain parts of the face would stay dark (or light), until I hit it with the flashlight.
m0p m0pIllogical.
Posted 19 years ago2005-11-01 08:34:29 UTC Post #144684
Ok, thanks for the help, I'll give it another try :)
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