Effective Lighting Created 20 years ago2004-10-14 09:18:34 UTC by repmaC554 repmaC554

Created 20 years ago2004-10-14 09:18:34 UTC by repmaC554 repmaC554

Posted 20 years ago2004-10-14 09:18:34 UTC Post #66344
have been a unreal mapper for a long time and have always enjoyed the wonder of the lighting effects it can create,

but when i used hammer and was a bit anoyed at the poor lighting effects, (in comparison of course)

so i need and would appreciate some tips/pointers on creating good lights.....

thanx
Posted 20 years ago2004-10-14 09:26:56 UTC Post #66351
Whack RAD up to full detail. It helps a little but the compile times are unbearable. To get some good lighting effects set the light further back into the wall or ceiling to get a sort of silouette effect on the opposing surface. ;)
monster_urby monster_urbyGoldsourcerer
Posted 20 years ago2004-10-14 09:28:40 UTC Post #66354
hl lighting pwns unreal, go back to it if you bum it so much.

tosser
Posted 20 years ago2004-10-14 09:30:26 UTC Post #66357
use textured lighting, never use pint, you can switch tex lighting as well, so it's great tbh.

go to valve hammer editor/tools/valve.rad to see how it works, teh first three numbers are teh R G B color scale. the last one is teh brightness.
Posted 20 years ago2004-10-14 09:33:52 UTC Post #66362
who is this annonymous_guy he's been chatting bear shit in a load of forums
Posted 20 years ago2004-10-14 09:56:51 UTC Post #66380
ignore him
Posted 20 years ago2004-10-14 10:14:43 UTC Post #66394
the reason your disappointed, is that, well, half life is 6 years old. unreal isnt. unless your mapping for a 6 year old unreal :/
Posted 20 years ago2004-10-14 10:22:56 UTC Post #66403
the fing that has always anoyed me is that
because hl was so succsesful no one wants to know bout unreal

so i had to map for if any of my maps were gonna get used
(even if i don't like the editor)
Posted 20 years ago2004-10-14 10:24:47 UTC Post #66405
so unreal isnt sucessful? isnt it about this time of week we usually water you?
Posted 20 years ago2004-10-14 10:28:43 UTC Post #66407
no im talking bout my friends they are all big cs fans and they wanted me to map for that

my friends dont like unreal games

obviously i do if i mapped with it for 1 and a half years
Posted 20 years ago2004-10-14 10:59:07 UTC Post #66411
Unreal was released several months before Half-life.
But Half-Life is based on Quake 2's engine.
Posted 20 years ago2004-10-14 11:17:19 UTC Post #66418
Posted 20 years ago2004-10-14 13:08:54 UTC Post #66450
Quake1 engine, with about 60 lines of code from Quake2 I believe. And perhaps some modifications by the Valve team.
Posted 20 years ago2004-10-14 13:45:27 UTC Post #66457
I'd have to vote for UnrealEd myself, but mostly because it's a newer editor and a bit more polished. I expect the new Hammer editor to have lots more features and might help it rank up there.

and, I think that Quake1 is the final answer. With just a touch of Q2 code, as the good Captain has said.
Posted 20 years ago2004-10-14 14:33:25 UTC Post #66478
Cap'p, I'm hoping you know that was an exaggeration.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-10-14 14:40:52 UTC Post #66483
Err, I just gave some information... not some sort of reaction but rather to clear things up... or get corrected... ;)
Posted 20 years ago2004-10-14 16:03:35 UTC Post #66500
Hum.

Incoherent ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-10-14 16:34:50 UTC Post #66505
That's me... :)
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