Intermediate Lighting: Difference between revisions

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=Introduction=
{{Int lvl design}}
This tutorial will cover the more advanced lighting techniques used in [[Source]] maps. If you are new to lighting in [[Valve Hammer Editor|Hammer]], you may want to read the [[Adding_Light|basic light tutorial]] first. {{todo|Flesh it all out}}
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This tutorial will cover the more advanced lighting techniques used in [[Source]] maps. If you are new to lighting in [[Valve Hammer Editor|Hammer]], you may want to read the [[Adding_Light|basic light tutorial]] first.
=Light Entities=
This is a list and rundown of each entity you can use to cast physical light.
{{todo|add more entities}}
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==Entities of interest==
==[[Light]]==
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===light===
==[[Light spot|Light_Spot]]==
{{todo|add details}}
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[[Image:adv_light_omni.jpg|thumb|300px|right|<code>light</code> entity (omni light), brightness 200]]
==[[Light dynamic|Light_Dynamic]]==
{{todo|add details}}
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The point-based [[light]] entity is the most basic lighting entity in Source. It spreads an equal amount of light in every direction from the entity's origin. Since it's omni-directional, it looks best when used to produce light from a single undirected source, such as a bare light bulb or a fire. It can be used for ambient lighting as well, but if not used carefully it can produce unattractive and unrealistic bright spots on level geometry.
==[[Light environment|Light_Environment]]==
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{{todo|Add more stuff}}
=Related Items=
This is a list of all the topics related to lighting itself but dont emit light.
{{todo|add more items}}
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==[[env lightglow|env_lightglow]]==
{{todo|add details}}
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===light_spot===
==[[shadow control|shadow_control]]==
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[[Image:adv_light_spot1.jpg|thumb|300px|right|light_spot entity pointing towards right side of room, 700 brightness.]]
==[[Lightmap|Lightmaps]]==
{{todo|add details + write article at link}}
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The [[light_spot]] entity creates a spotlight which can be pointed at a direction of the mapper's choice.
==[[Glowing Textures|Glowing Textures]]==
{{todo|add details + write article at link}}
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{{todo|More on spotlights}}
==[[Vrad]]==
{{todo|add details}}
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=Techniques=
This covers how to use the mentioned items to create effective lighting.
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===light_dynamic===
==Static Vs Dynamic==
{{todo|discuss satic Vs Dynamic light, how and why}}
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A [[light_dynamic]] entity should be used in moderation, as it renders real-time in-game. Therefore it can cause a lot of slow-down on lower end computers.
==Creating a true light source==
 
{{todo|talk about creating places for your light to come from and realistic sources}}
{{todo|More on dynamic lighting}}
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===light_environment===
 
A [[light_environment]] is a skybox light controller, it controls how much light comes from the skybox. You also don't have to make-up your own configurations for your [[light_environment]], as [[Valve]] supplied all the keyvalues they used for their maps [[Sky_List|here]].
 
===env_lightglow===
 
The [[env_lightglow]] entity creates a glowing light, it can also be used to replace [[light_dynamic]] entities if done correctly, and will not slow down the players computer as much as a [[light_dynamic]].
 
{{todo|more on env_lightglow}}
 
== Lightmaps ==
 
[[Image:texture_applicator.JPG|right]]
 
Lightmaps are variable in terms of density. This is set with the texture applicator, while you are in lightmap grid view mode.
 
Lower numbers will result in a more dense lightmap. Light effects and shadows will show up much better on a surface that has a lower lightmap density. The opposite is true, as well - Shadows are less quality if you increase the number. The default value is 16 units per ''luminosity pixel'', or '''luxel'''.
 
Likewise, this can be used to smooth out certain surfaces. You don't always want 20 sided quarter-cylinders, and you can get an equally good smooth if you utilize lightmaps in conjunction with 3-sided curves - Just apply a 4 density to them and you'll notice a smoother appearance on them.
 
Each little point on the lightmap will count as a ''patch'' and, for performance reasons, you don't want to run over that limit. Subsequently, it makes your compiles take ages. So, use this sparingly on surfaces which require detailed shadow.


=Conclusion=
This covers the base of all lighting effects. Any lighting affect that can be achived is a mixture of all or some of these effects.
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==See also==
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* [[Adding Light]]
* [[:Category:Level Design|Level Design documentation]]


[[Category:Level Design]]
[[Category:Level Design]]

Revision as of 09:12, 7 June 2006

Stub

This article or section is a stub. You can help by expanding it.

Introduction

Template:Int lvl design

This tutorial will cover the more advanced lighting techniques used in Source maps. If you are new to lighting in Hammer, you may want to read the basic light tutorial first.

Todo: Flesh it all out

Light Entities

This is a list and rundown of each entity you can use to cast physical light.

Todo: add more entities

Light

Todo: add details

Light_Spot

Todo: add details

Light_Dynamic

Todo: add details

Light_Environment

Todo: add details

Related Items

This is a list of all the topics related to lighting itself but dont emit light.

Todo: add more items

env_lightglow

Todo: add details

shadow_control

Todo: add details

Lightmaps

Todo: add details + write article at link

Glowing Textures

Todo: add details + write article at link

Vrad

Todo: add details

Techniques

This covers how to use the mentioned items to create effective lighting.

Static Vs Dynamic

Todo: discuss satic Vs Dynamic light, how and why

Creating a true light source

Todo: talk about creating places for your light to come from and realistic sources

Conclusion

This covers the base of all lighting effects. Any lighting affect that can be achived is a mixture of all or some of these effects.

Todo: create nav bar