Map Lighting

Map Lighting

Re: Map Lighting Posted by Juim on Tue Aug 30th 2005 at 3:38pm
Juim
726 posts
Posted 2005-08-30 3:38pm
Juim
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726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
I have been working on a map for awhile now(between 70 hour work weeks) and at every new posting I get comments about lighting. Now I work in the Movie biz and deal specifically with lighting on a daily basis. The trouble is, due to the limitations of the source engine, you cant light a map like in the real world, so you have to make short-cuts and learn little tricks which not everybody knows. I was wondering if you might be interested in a sort of contest. Not a contest actually, but more of a showcase. Pick (or create) a well structured room with lots of architecture and allow everyone to take it and light it as they seem fit.No limitations(such as light emitting textures or adding entities), but the architecture itself can't be altered. Save the finished product as "your name" so we know who did it. I know I could learn alot from you guys, and so could others. Bad idea? What do you think?
Re: Map Lighting Posted by mazemaster on Tue Aug 30th 2005 at 3:52pm
mazemaster
890 posts
Posted 2005-08-30 3:52pm
890 posts 438 snarkmarks Registered: Feb 12th 2002
Great idea. Someone once said that "A great mapper can make a simple box look good using only lighting". I think that is true, lighting can make of break a map. Also, I like the idea of having a contest since it wouldn't take very long to do (compared to making a full map).
http://maze5.net
Re: Map Lighting Posted by Juim on Tue Aug 30th 2005 at 3:55pm
Juim
726 posts
Posted 2005-08-30 3:55pm
Juim
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726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Cool. So we need to find a map to light, or perhaps someone could export a favorite part of a map they made. I seem to recall several people made their vmf's public for others to use.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: Map Lighting Posted by Captain P on Tue Aug 30th 2005 at 4:31pm
Captain P
1370 posts
Posted 2005-08-30 4:31pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Hmm, not a bad idea at all. Let's just do a part of a map, one or a few
rooms. Just an open kind of 'contest' to learn sounds great.
Create-ivity - a game development blog
Re: Map Lighting Posted by BlisTer on Tue Aug 30th 2005 at 4:49pm
BlisTer
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Posted 2005-08-30 4:49pm
BlisTer
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yep good idea.
These words are my diaries screaming out loud
Re: Map Lighting Posted by Junkyard God on Tue Aug 30th 2005 at 5:18pm
Junkyard God
654 posts
Posted 2005-08-30 5:18pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
if it's hl1 i'm in :biggrin: i lurve lighting :biggrin:

( i've seen a similar thing happen in a contest over at twhl i think, but it was texturing , not lighting :smile: )
Hell, is an half-filled auditorium
Re: Map Lighting Posted by MisterBister on Tue Aug 30th 2005 at 7:03pm
MisterBister
277 posts
Posted 2005-08-30 7:03pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Sounds supergreat, I think it would be coolest if we just set up
lighting in one particular scene using a camera to take photos from
exactly the same positions each time.

I actually have a scene that could be used. However it doesnt give very much of choice in terms of lighting.

If no one else posts a scene here ill make one during the weekend.
Re: Map Lighting Posted by Loco on Tue Aug 30th 2005 at 7:51pm
Loco
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Posted 2005-08-30 7:51pm
Loco
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Damnit, I was intending to take a long break from mapping and then something interesting like this comes along! :smile:

I'll have a go over this week, but after that I can't do much (school connection you see).
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Re: Map Lighting Posted by Captain P on Tue Aug 30th 2005 at 8:08pm
Captain P
1370 posts
Posted 2005-08-30 8:08pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Yeah, school is coming at me real fast now. And just now that I'm more
or less over my mapping block! I've got inspiration but probably not
the time now...

Nah, school's never been too busy last year... :wink:
Create-ivity - a game development blog
Re: Map Lighting Posted by rs6 on Tue Aug 30th 2005 at 8:16pm
rs6
640 posts
Posted 2005-08-30 8:16pm
rs6
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640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
This sounds cool. I'd like to give it a go. I can't really think of a good room to use.
Re: Map Lighting Posted by jake on Tue Aug 30th 2005 at 11:47pm
jake
59 posts
Posted 2005-08-30 11:47pm
jake
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59 posts 6 snarkmarks Registered: Jul 21st 2005 Location: England
A brilliant idea, I hope it's taken up by the more talented/experienced members.
Re: Map Lighting Posted by Myrk- on Tue Aug 30th 2005 at 11:53pm
Myrk-
2299 posts
Posted 2005-08-30 11:53pm
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
HL2 lighting, in all honesty is piss easy in most situations. Its only a situation of putting in spotlights (just like in the movie biz) but you can place your light anywhere without having to worry about anything! I find nice colours go well, especially if you can successfully use opposite ends of the spectrum, such as orange and green.

But then again it depends on the room completely.
-[Better to be Honest than Kind]-
Re: Map Lighting Posted by Addicted to Morphine on Wed Aug 31st 2005 at 3:22am
Posted 2005-08-31 3:22am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Damn Juim, great idea. Too bad I'm going back to college tomorrow, otherwise I'd be really tempted to give it a shot.

On a side note, I really miss the ease of texture lighting in HL1. It's all I would ever use and I loved it.
Re: Map Lighting Posted by Campaignjunkie on Wed Aug 31st 2005 at 4:13am
Campaignjunkie
1309 posts
Posted 2005-08-31 4:13am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Sounds like a good idea to me: really easy for anyone to participate,
and it's just throwing some lights on a map and seeing what works.This is all assuming the architecture is interesting enough, of course. :wink:
Re: Map Lighting Posted by BlisTer on Wed Aug 31st 2005 at 11:42am
BlisTer
801 posts
Posted 2005-08-31 11:42am
BlisTer
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801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
On a side note, I really miss the ease of texture lighting in HL1. It's all I would ever use and I loved it.
it's the same in HL2 m8
These words are my diaries screaming out loud
Re: Map Lighting Posted by Myrk- on Wed Aug 31st 2005 at 12:00pm
Myrk-
2299 posts
Posted 2005-08-31 12:00pm
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Nah it isn't, the whole conversion thing takes longer, its all long winded. They tried to make HL2 mapping easier than HL1 with customization being easier too, but they ended out making it harder!

Wads are far easier than what HL2 has (all those loose vtf's floating around, all messy).
-[Better to be Honest than Kind]-
Re: Map Lighting Posted by Captain P on Wed Aug 31st 2005 at 1:14pm
Captain P
1370 posts
Posted 2005-08-31 1:14pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Nah, I kinda like the materials system. It allows folders and
subfolders so you can organize as you want. Plus that materials now
have their own properties like decals, transparancy and all...
Create-ivity - a game development blog
Re: Map Lighting Posted by BlisTer on Wed Aug 31st 2005 at 4:04pm
BlisTer
801 posts
Posted 2005-08-31 4:04pm
BlisTer
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801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
Nah it isn't, the whole conversion thing takes longer, its all
long winded. They tried to make HL2 mapping easier than HL1 with
customization being easier too, but they ended out making it harder!
Wads are far easier than what HL2 has (all those loose vtf's floating around, all messy).
i agree that materials are more complicated (but thats logical if you
see what they are capable of now) but i was talking about texture
lighting specifically. thats really the same: you just put your texture
name in the lights.rad with color and brightness, et voila.
These words are my diaries screaming out loud
Re: Map Lighting Posted by MisterBister on Wed Aug 31st 2005 at 4:09pm
MisterBister
277 posts
Posted 2005-08-31 4:09pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Nah, I kinda like the materials system. It allows folders and
subfolders so you can organize as you want. Plus that materials now
have their own properties like decals, transparancy and all...
Well, i think its very hard to make a more complicated game and at the
same time making it easier to create custom content to it.

Though i think it has been easier to create maps for hl2 except for the
much higher demand of details. Hammer v4 actually has some great
features that makes it easier to make maps.
Re: Map Lighting Posted by MisterBister on Sun Sep 4th 2005 at 11:54am
MisterBister
277 posts
Posted 2005-09-04 11:54am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Sorry guys.. Lots of stuff have popped up that I have to take care of,
which means that i will not have time to make the scene this weekend.