im not so sure how zappa did this, but when he created naboohills2 he seemed to have ambient lighting, however there are shadows (such as at the palace, and landing pads) what'd he do? i'd like my map to have that kind of lighting
should i make my map ambient??
I believe he probably used a light map. I'm not quite sure how to make one or even where to learn how to make one, but maybe if you search around you could find a tutorial.
I've searched, and searched. And then searched some more.
I have found: 1) That you can make shaders that have a "sun" in them. I haven't experimented enough... But I've yet to get satisfactory results from this. Google is your friend while trying to do this, and so are the shaders included with JKA :) 2) That you can make light entities act as suns (infinitely remote spotlight, basicly). Again, I've yet to make this work. :P Take a long look around in the siege_destroyer map, and google for some tutorials on _sun in quake.
[EDIT] If you find a way to make this work, please post full tutorials, explanations, and examples :D
*insert fanfare here*
I've got it :P Thanks so much to the people who made siege_destroyer, and made the uncompiled .map file availible to anyone who wanted it :) This is basicly taken from there.
1) Make a light entity. Make an info_null entity.
2) For the light entity, set: light = 2000 (tweak it afterwards as much as you like) _color = 1 0.8 0.4 (tweak this as well - simple R G B kind of thing) _sun = 1 target = suntarget (call the target whatever you want, as long as it's pointing at that info_null)
3) For the info_null, set: targetname = suntarget
4) In the worldspawn entity (you can edit the worldspawn entity by clicking any normal brush, non-entity and opening up the entity window) set: _noshadersun = 1 (turns off any suns defined in shaders, so they don't mess up your own sun) _color = 1 0.8 0.4 (color of the shadows) ambient = 150 (brightness of the shadows)
Obviously, the info_null's position in relation to the light entity determines in which direction the sun shines. Just mess with these settings until you get something that looks good, while at the same time using other lights to highlight areas/make areas darker. (You can have lights with negative light values.) Note that you can have multiple suns by having more then one spotlight with the _sun value set to 1.
What's annoying is that I had to spend quite a bit of time to figure this out, while the good mappers out there probably know this by heart... Anyone know what forums the likes of Sith_J_Cull and ShroomDuck hang out on? :P
thank you, that will save a lot of time!
That's amazingly great. Thanks, Sentry Fodder. :bows:
Tip: while tweaking the lighting, don't settle for the simplest, fastest compile options. Use the final, high quality options since at least one of them (bounce) makes a HUGE difference in the way a sun lights things up.
...Someone should really write a working tutorial on this. Hint hint.
meh, shader suns work better! A lot better. Ive never gotten good results with the entity sun, but the shader sun rocks. You have more control over the ammount of light emitted and stuff. And yeah, there are tutorials everywhere. Heres a forum where some people that work for Ravensoft (people who made Jedi Academy) wrote some tutorials, including Sun enities, and ways to tweak them: http://levelforge.teamhuh.com/forgelink/viewforum.php?f=27&sid=58914c8a104b732582edcedf64e53116
And a skybox tutorial by wedge, which at the end explains how to create a shader sun, which is located at www.map-review.com
Most of the top notch mappers hang out at lucasforums, but.. some of them seem to be disapearing
Whoo, thanks for the links!
Hm, could you elaborate? Post up some example of a shader?