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Medieval map's lighting problems

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 Druid Bremen
11-23-2003, 6:48 AM
#1
OK, so, I'm making a medieval map, therefore I can't use modern stuff. Fires may be useful, but they just do not provide enough light to light up the map. Please assist.
 Mr. Chopper
11-23-2003, 7:34 AM
#2
Make your fire, then make a light entity near it to give the impression of a glow. You'll have to change the color of the light too ('K' key while light is selected).
 Tito
11-23-2003, 11:40 AM
#3
A tip to make it look more realistic: Make it flicker, by giving it a STYLE... (press "n" while having the light selected, and there are the instructions and info on each type of flicker):)
 Kengo
11-23-2003, 11:47 AM
#4
What Tito suggests looks super-cool but remember to watch out for the limit of dynamic lights you have in a level. They also hit FPS and general performance a little, as you might expect.

You could also give a sounds to the torches, there is surely a burning one somewhere in the JA assets pk3s. However, I found on a map I did with a Castle that you could hear the damn things all over the level, and not much else! Still, worth a try :)
 Tito
11-23-2003, 11:52 AM
#5
Well, I suggest that if only a few areas of the map use fire to light up stuff, do the STYLE thing I explained! If the entire map is lighted by fires, don't do it...

And use sound, but limit its range, as Kengo suggested!:)
 GothiX
11-23-2003, 12:42 PM
#6
Perhaps skybox light coming through large gothicish windows, casting lovely alphashadows? :D
 Druid Bremen
11-24-2003, 4:21 AM
#7
Cool, Gothic! In the JK2 Ysalamari map made by rgoer ( I think ), there were stainglass windows, or whatever, and they cast cool shadows. The thing is... I don't know how to do that.. :(

P.S: What Hue, Saturation, Value, Red, Blue, and Green values should I put? I really do not know these things..
 GothiX
11-24-2003, 6:22 PM
#8
Those are shaders with alphachannels, take a look at the TotY shader files for an example (Or ask rgoer for permission in a reaaaally nice way.:P)
 Druid Bremen
11-25-2003, 4:32 AM
#9
If the entire map is lighted by fires, don't do it...

What do you suggest I light the map with? Lol.
 Tito
11-25-2003, 5:47 AM
#10
Hehe, well, it all comes down to the setting, now doesn't it?:)

If some of the map takes place outside, and only a small part of it was lighted by fires, THAT'S when you do the dynamic lighting... That's what I meant...:)
 Druid Bremen
11-25-2003, 5:57 AM
#11
Oh, I see... In my case, its the entire map being lighted by fire... So, design problems..

Anyway, what are TotY shader files, Gothic?
 GothiX
11-25-2003, 8:58 AM
#12
"Temple of the Ysalamari" shader files.
 Druid Bremen
11-25-2003, 12:33 PM
#13
Oh... Ok..

BTW, is it true that the compile option: Bounce, allows your map to be lighted up where it normally would not receive light, just like real life?
 WadeV1589
11-25-2003, 1:02 PM
#14
It enables radiosity which will brighten up the map usually by reflecting light off of all surfaces taking the color of that surface with it. It's a good thing to use for final compiles a lot of the time.
 fahtajorj
11-25-2003, 5:39 PM
#15
i believe the name of his map is "Chapel of the Ysalamiri"
 Omikron
11-25-2003, 9:28 PM
#16
Originally posted by fahtajorj
i believe the name of his map is "Chapel of the Ysalamiri"

Incorrect, it is Temple of the Ysalamiri.
Anyway, hope your map goes well DarkLord
 fahtajorj
11-26-2003, 1:13 AM
#17
its archived as chapel at pcgamemods.
 Omikron
11-26-2003, 2:26 AM
#18
Hmm... odd, maybe there are two maps with similar names. Oh well, not to worry about, should probably stop being off-topic now.
 Druid Bremen
11-26-2003, 3:58 AM
#19
Thanks a lot Omikron.

Even so, it is really frustrating to make holes in the corridors, and putting fires inside on a brazier. Anyone got a better method for lighting, besides windows and fire? ( Actually, I doubt there is another way, but....)
 GothiX
11-26-2003, 10:30 AM
#20
Magical energy beams, chandeliers hanging from the ceiling, etc..

I would highly suggest looking at "Restless Endeavour" by Blood Asp (On Massassi and PCGM), which has a great way of lighting.
 Druid Bremen
11-27-2003, 3:36 AM
#21
Oh, I saw that map. But, it all boils down to a fire blazing on a torch or platform..

What I actually meant was: another way of lighting besides fires. Oh, and I cannot use the energy beam thing due to the topic of my map.
 [SASH]Nathan
11-27-2003, 5:02 AM
#22
u tried using crystals? seriously they work quite well, hes a pic of a map im working on, helms deep, i didnt use efx for the flames i just used flares as they look nicer and dont limit fps as much, plus a few crystals models from the rift level and well, have a look at the pics :)

http://img.villagephotos.com/p/2003-11/494858/hd3.jpg)
http://img.villagephotos.com/p/2003-11/494858/hd2.jpg)
http://img.villagephotos.com/p/2003-11/494858/hd1.jpg)
 Druid Bremen
11-27-2003, 8:10 AM
#23
Cool, Nathan!

Ok.. Another design problem.. How would you light up a spiral staircase? I can't find places to put the fires/crystals on.
 GothiX
11-27-2003, 1:36 PM
#24
The walls, maybe?
 [SASH]Nathan
11-27-2003, 5:02 PM
#25
make a cylinder that goes in the middle of yur stairs like its a support type beam then just have your tourchs coming off that, dont forget that the brush will be touching alot of stairs so use loads to make up the beam cos u dont want too many brushs touchign each other, hope that helps :)

and btw i take it this is a open stair case yea? cos a wall outside it would be a better way to attacth the tourchs plus if the stairs inclosed the game will draw less :)
 Druid Bremen
11-28-2003, 7:01 AM
#26
Thanks Nathan, I'll combine your ideas: Putting crystals on the beam in the middle. :D
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