making the night sky.. dark map - how? Created 15 years ago2009-07-15 05:47:44 UTC by ninja defuse ninja defuse

Created 15 years ago2009-07-15 05:47:44 UTC by ninja defuse ninja defuse

Posted 15 years ago2009-07-15 06:03:32 UTC Post #270174
hello i have no idea how to make a night level map...

screen ->
User posted image
didnt work..

i would like to make something like this ->
http://www.visualwalkthroughs.com/deusex/liberty1/19.jpg
Posted 15 years ago2009-07-15 06:56:04 UTC Post #270175
That screenshot looks fullbright for a start so there's a problem with the compile.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-07-15 07:39:55 UTC Post #270178
because there is light_enviroment
Posted 15 years ago2009-07-15 07:44:47 UTC Post #270179
So lower the brightness of the light_environment. The brightness is the last number in the colour field (eg. 255 0 0 255 means red with 255 brightness), if my memory serves correctly. Alternatively, drop the light_environment entirely and use only texlights where they are needed (for a truly pitch black outdoors map).
Posted 15 years ago2009-07-15 14:02:47 UTC Post #270213
@Zombie: The last number is already 2, wouldn't make a difference if it were 0.

@Ninja: You probably have a leak, so try to find out where it is.
Posted 15 years ago2009-07-15 14:04:47 UTC Post #270214
It definitely looks fullbright. Post your compile log.
Posted 15 years ago2009-07-15 14:05:07 UTC Post #270216
Yup, looks like a leak to me.
The map will appear fullbright if it has a leak. Fix the leak and the fullbright should go away.
Posted 15 years ago2009-07-15 14:33:40 UTC Post #270223
in hammer(3.5): map > load pointfile. You'll find a leak.
plus you can always do a CTRL-p to check for problems before the compile. Might be something there.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-15 15:14:53 UTC Post #270225
Make sure you run RAD too. Also, try setting your light_enviroment at the general angle and direction of the sun/moon in your sky.
I find a blueish tinge helps quite a bit, especially if you have a big, bright moon. I've also seen nights where you can see very well, so you don't need the brightness down so much that RAD has a hard time running.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-15 16:50:44 UTC Post #270232
RAD has a harder time in the dark? I thought it would be the other way around...
Posted 15 years ago2009-07-15 16:54:56 UTC Post #270234
Nope. Takes less work to display textures as they are than to add shadow to them.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-15 18:12:36 UTC Post #270241
Wow, you guys can't be serious. You can clearly see shadows on the wall under that alcove. It doesn't look fullbright at all, it just looks overly bright and possibly misdirected. I bet he left the angles all at their default values, which would make everything really bland like it is. I'm kind of baffled by his brightness setting though. It looks to me more like 80 or 100, definitely not 2.

As was mentioned before, make sure you're using a bluish color. The eye sees this as darker somehow. Next, you'll probably want a really REALLY low light output. For me, even 50 is a bit bright, and seems a bit more like late afternoon than night. If you want a truly night-like map, I recommend setting the light_environment extremely low or deleting it altogether, and just working with regular texlights or spotlights strategically placed around your map. This will give the most realistic atmosphere, the only problem with it is that for outdoor maps with wide open areas, there's not always a good place to put lights. It works fine in city maps, though.
Posted 15 years ago2009-07-15 18:52:45 UTC Post #270243
Wow, you guys can't be serious. You can clearly see shadows on the wall under that alcove.
Uh, no. That's part of the texture...
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-16 04:21:04 UTC Post #270271
Even if that's not apparent to your eyes, the shadows around the door frame/cutout are very clear if you open the picture up. And don't try telling me that's a different texture, it's very obviously the same one.

Oh well, I guess the only way to know for sure is if ninja defuse ever responds.
Posted 15 years ago2009-07-16 07:17:26 UTC Post #270274
True.
I dunno, It looks like it's just a darker part of the brick texture to me.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-16 11:55:24 UTC Post #270293
I don't see any shadows at all. Only fullbright textures.
Posted 15 years ago2009-07-21 06:33:22 UTC Post #270612
Posted 15 years ago2009-07-21 08:01:05 UTC Post #270615
Nice job!
Looks great for early work. :D
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-21 16:46:25 UTC Post #270647
Much better! Did you have leaks or was it something else?
Posted 15 years ago2009-07-22 04:28:11 UTC Post #270686
well the whole map was damn simple.. it was a little trouble to cast a shadow with that simple architecture but no leaks

and light enviroment didnt work at all
User posted image
Posted 15 years ago2009-07-22 12:14:25 UTC Post #270696
What about 20 for brightness?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-07-22 17:37:50 UTC Post #270705
That's because it's a light, not a light_environment. If you change that it will be fine.

Also remember that in the light_environment, you have to point the angle in the opposite direction - instead of where the light goes to, you need to point it to where it comes from.
Posted 15 years ago2009-07-23 01:43:43 UTC Post #270727
I did not know that. Thank you.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-07-23 03:40:09 UTC Post #270730
No wonder we couldn't figure it out, you completely blocked the entity name in the original picture. :P

Your lighting in that map looks fantastic.
Posted 15 years ago2009-07-23 08:03:41 UTC Post #270737
lmao. i didnt even notice it was only a light.
and i do agree with srry. I might just leave out the light environment and build on what you already have.
It seems to be working so far.
Tetsu0 Tetsu0Positive Chaos
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