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Techniques for even indoor lighting

Trude · 5 · 1298

Trude

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When working with a dim outdoor light environment, the job of lighting indoor environments is quickly becoming a nightmare. Relying on entities for 100% of the lighting causes all sorts of problems with shadows.
Is it possible to use multiple light environments for individual rooms and then use light entities to detail the light props?


Zeq

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You can only use one light_environment per map. You can play around with the ambient key value in it to make the shadows cast by it brighter. I also recommend you look into light-emitting textures as they are a lot easier to place out and often produces better lighting-effects. Here's an old tutorial on it: http://source.gamebanana.com/tuts/4811

What kind of problems are you getting with the shadows?


Trude

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What kind of problems are you getting with the shadows?

Mostly that the shadows dominate large portions of the room since there are few light sources.
When examining 4starters, I noticed several large rooms use a single light entity that covers the whole room and the 0% falloff at the edges. Haven't tried it yet, but I expect this will solve my problems. As for the glowing textures, I have used them in one location for ambience. Are you saying that you can make a light emitting texture without it glowing?


Zeq

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Yeah just using a single light entity for every room works if it's big and evenly shaped. But also remember that 4starters almost exclusively uses glowing textures for the lighting. You could make a light emitting material which is not glowing but it would look really bad. I know that many jump mappers out there just view the light design of a map as a hassle, but if you want a good looking one it will take just as much time as making the jumps themselves.


Splash4Damage

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...I know that many jump mappers out there just view the light design of a map as a hassle...
Yeah, lighting is only the most important part of any map so why care about it Kappa