jump.tf Forums
Welcome B)

Lighting in my map, is this OK? EDIT: new version with lights in place.

Jabba [L.C.] | Youtube

  • Newbie
  • *
    • Posts: 13
    • Frags: +0/-0
    • View Profile
EDIT: I added all the lighting, but I'm not sure what to think of it. Can you guys take a lot and give your suggestions?
https://drive.google.com/file/d/0B8sTUd6CnOj-d1I5bTJrZnQtN1U/view?usp=sharing

So people told me fullbright isn't too well received and that it apparently can break servers.

Is this type of lighting OK?




I kinda like the vibe it gives off, but some people might say it's too dark. These are simple light entities with props underneat (they don't have any collision). Are there other suggestions?
« Last Edit: January 11, 2016, 04:33:04 AM by Jabba [L.C.] | Youtube »


Oatmeal

  • Proficient
  • ****
    • Posts: 283
    • Frags: +0/-0
    • View Profile
Looks fine, you can increase the brightness of the light entities if need be. Definitely better than fullbright.


protist ?

  • Novice
  • **
    • Posts: 77
    • Frags: +0/-0
  • *floats around aimlessly*
    • View Profile
    • Youtube
It looks like the entire map is open to the skybox above, you could try just adding a light_environment and playing around with using the sun as a light as well. What you've got now looks fine though.


John

  • video games
  • Novice
  • **
    • Posts: 90
    • Frags: +421/-69
    • View Profile
fullbright is never better than actual lighting unless your map is literally pitch black

the actual lighting looks fine but it looks like your skybox isn't giving off any light, consider adding a light_environment and taking the values from a valve map or something and see what happens to it.


you can modify the light entity's quadratic/linear/constant values to give a different light feel- you aren't restricted to just the basic light

edit: dammit protist


Oatmeal

  • Proficient
  • ****
    • Posts: 283
    • Frags: +0/-0
    • View Profile
Regarding the skybox lighting with light_environment entity. Here is a list of the settings used in official maps:

https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List



Jabba [L.C.] | Youtube

  • Newbie
  • *
    • Posts: 13
    • Frags: +0/-0
    • View Profile
I'm aware of what light_env does, but the shadows it casts just look so straight and ugly. I don't really like them :P


pants

  • Proficient
  • ****
    • Posts: 458
    • Frags: +0/-0
    • View Profile
You can just make the angle of the env light go straight down (or near) if you really want. If most of your stuff is up/down shapes then you wont get much, if any long shadows.


Jabba [L.C.] | Youtube

  • Newbie
  • *
    • Posts: 13
    • Frags: +0/-0
    • View Profile

Syro

  • Guest
I think the lighting and map are pretty good.

Here are my suggestions:


The line here drives me crazy (circled spots are a bit too dark).





IDK if it's just me, but I felt like the placement of this trigger screwed with timing; it felt really uncomfortable.





Get rid of the first platform and shift the 3rd.

« Last Edit: January 11, 2016, 05:07:29 AM by Syro »