Dynamic lighting and "r_speeds" on HL2 Created 16 years ago2007-10-17 17:04:37 UTC by Halfmad Halfmad

Created 16 years ago2007-10-17 17:04:37 UTC by Halfmad Halfmad

Posted 16 years ago2007-10-17 17:04:37 UTC Post #236531
Hi all,

I've only just started using Source and am currently making my first ever map (this site has been a huge help), what I'm curious about is how much dynamic lighting hits peoples performance - specifically in Team Fortress 2 as that's the map I'm making.

I've run with +showbudget enabled and the only item that's ever anywhere near max is the dynamic lighting, yet there isn't that much in most of the rooms. I'm trying to make things a little more atmospheric, is this a common mistake to make ?

It runs fine on my PC, but it is a recently upgraded one and I simply don't want to make a map that'll kill peoples frame rates. Any guidelines or tips? I'm currently looking for ways to reduce dynamic lighting but still keep the map looking atmospheric.
Posted 16 years ago2007-10-17 17:42:19 UTC Post #236534
Dynamic lighting is one of the most (if not the most) performance degrading thing you can use in the Source engine.

Source is not good at dynamic lighting.

At all.

If you use them, you've got to use them VERY well. Otherwise, people with lesser machines are going to grind.
Posted 16 years ago2007-10-17 18:24:43 UTC Post #236537
A shame really. Valve should drop the whole BSP format now and work on something that can take dynamic lighting. Perhaps HL3 ;O (6 years time...)
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-10-17 19:50:02 UTC Post #236541
Valve should drop the whole BSP format
You do realise they kept it specifically for us modders?
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-10-17 20:31:39 UTC Post #236544
They shouldn't of.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-10-18 07:08:46 UTC Post #236574
Posted 16 years ago2007-10-18 07:23:17 UTC Post #236575
BSP fails. yay.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-10-18 18:19:20 UTC Post #236613
Any suggestions of how to get some atmosphere into a map without using a lot of dynamic lighting?

Is it possible to set a global lighting level with the exception of certain areas which could then be light dynamically?
Posted 16 years ago2007-10-19 04:05:34 UTC Post #236643
BSP has jack shit to do with dynamic lighting; the way the lighting is calculated (radiosity processes) and the baked lightmaps do. Dynamic lighting is still easily possible; and should be more useful once the new engine upgrades arrive.

What do you really need dynamic lights for anyway? You can make things look fine with static light sources anyway. Use a light_environment to provide uniform light throughout your map (the ambient value provides a uniform lighting level everywhere, the sky value or whatever provides light from toolssky textures in your map) and then you can fill in areas you'd like with light_spots or light entities, faking environmental light if need be. I find that light_spots are more conductive to atmospheric lighting because you can aim and focus them at will.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 16 years ago2007-10-19 17:50:43 UTC Post #236685
Cheers RabidMonkey, good answer.

I hadn't had time to work on lights much this week so you've explained a fair bit there! top man!
Posted 16 years ago2007-10-19 18:35:18 UTC Post #236691
Valve should drop the whole BSP format now
Bring on the Arbitrary Mesh Elements System now!

You could map with the flexibility of 3DS Max :combine: :cyclops:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-19 18:38:52 UTC Post #236692
the problem with mapping with 3DS Max would be the fact not everyone has the same versions... although valve could release a similar program for free that can do maps and models, even though they use XSI
Posted 16 years ago2007-10-19 19:32:26 UTC Post #236695
You could map with the ridiculous complexity of 3DS Max, and exclude a huge number of modders out there that Valve has worked so hard to obtain! Amzing!
Posted 16 years ago2007-10-19 21:56:39 UTC Post #236707
In russia there a lot of gamedev companies cant make own editor and use 3D max or somethin. Its eeevil - a lot of troubles with textures, scripts, oprimization, etc - not frendly interface for creative people.
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