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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Professional Lighting
gynec
General Member
Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Thursday, Oct. 23, 2003 03:15 pm
If you want use radiosity it takes much longer to "bounce" umpteen times as a bouncescale of 1.5 to 2 and then only to make -bounce 1 instead of 8.
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Mapping
Posted: Thursday, Oct. 23, 2003 11:33 pm
ok cool.. thanks for the tips.. ill have to experiment more with lighting... my latest map is almost ready for it, plus my last one could do with redoing as i have plenty of light leaks and light circles etc etc....

I usally use a very similar compile to that.. just not normally the super 2 on the light... :P

Thanks dudes...
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gynec
General Member
Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
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Level 6
Category: SoFII Mapping
Posted: Saturday, Oct. 25, 2003 11:32 am
If parts of your map are too dark you can add
_minLight
and
_minVertexLight
in worldspawn.
30 is a good value.
"Ambient raises the overall light level by X amount in all areas; _minlight raises it only where it's less than the minlight value (dark areas) and leaves the rest of your map alone."


*correction*
minlight seems really ugly after compile. better do bounce 1 + bouncescale 1.5 or 2
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gynec
General Member
Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
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Level 6
Category: SoFII Mapping
Posted: Thursday, Nov. 20, 2003 12:48 pm
*update*

#1 using _minlight is still the best solution to light up dark areas. but 30 is a way too much. use 5 or 10. otherwise pointlights will look ugly. if its not bright enough you can combine _minlight and bounce.

Quote:
_minlight sets _minvertexlight and (new) _mingridlight automatically



#2 the scale key isnt really needed. you can set the radius by the light value itself.

#3 some ppl say you should create all brushes with caulk and apply only the visible surfaces with textures.

you dont need to caulk surfaces that are in the void (the outer hull), covered by another brush or brushwork which is hermetic isolated. the compiler doesnt calculate these surfaces.

only caulk surfaces that cant be seen by the player positions but are still in the same room to save polygons.

do a test!!!
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megalonzerg
General Member
Since: Apr 20, 2004
Posts: 11
Last: Feb 3, 2006
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Tuesday, Apr. 20, 2004 10:04 pm
Hi.

After you write your new shader for SOF2, how do you name it, and where do you put it so that it in the directory structure so it will work with your map? I have read everything I can find on this topic and worked on this for several days, but I can't get any lighting to show up in my maps when I test them other than light entities that I have placed. I don't know what I am doing wrong.

Also, what does the "skyParms textures/skies/hk1 512" refer to?

help??

-megalonzerg

[withstupid]
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gynec
General Member
Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Thursday, Sep. 2, 2004 06:01 pm
Regarding this topic i wrote a lighting tutorial for SoF2 where all this is centralized.
You can find it here
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timdog
General Member
Since: Apr 5, 2005
Posts: 1
Last: Apr 20, 2005
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Level 0
Category: SoFII Mapping
Posted: Wednesday, Apr. 20, 2005 12:50 pm
This is the poo-poo I've been lookin alover could place my light entities and change the colors and stuff but wasn't satisfying ty dude
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