Cod2 Works

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Cod2 Works

Postby Servant » 01-17-2007 09:54 PM

I regret to say I'm not too impressed with the lighting in Cod2. Please forgive the lame ass SS.

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Perhaps someone can direct me to a tutorial that can explain indoor ambient lighting to me. I have found that Cod2 is extremely limited when it comes to lighting.

Again, please ignore the poor SS and lighting.
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Postby loa » 01-18-2007 06:13 AM

warehouse stuff is looking great bro
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lighting

Postby dunny_uk » 01-18-2007 09:38 AM

please can u supply some info so maybe we can help u with the lighting..


what are your worldspawn settings?
do u know how to add lighting and change lighting colour?
are these pictures taken after a full compile(not fast) with lighting settings applied?(extra, verbose, modelshadow)
did u make a light grid b4 the compile?

ps.the models look great..

maybe inside that room with all the pipes u could add a smoke/steam effect and maybe some steam sounds..
u could even trigger the steam to release from a pipe and play the sound at the same time when a player enters the room...
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Postby Servant » 01-18-2007 10:46 AM

My world spawn

{
Northyaw ->
_color -> 0.000000 0.501961 1.000000
ambient -> .02
sundiffusecolor -> .85 .9 1
diffusefraction -> .3
classname -> worldspawn
sundirection -> -45 210 0
suncolor -> 1 .95 .85
sunlight -> 1.5
}

It was my understanding that you do not need to add light entities to your level. And I do know how to add light entities and how to edit there values.

The only thing I didn't do during a full compile was (modelshadow)

I did not make light grid.

And thanks for the comments about this level. I'm still not sure what I want it to be when its finished. I was thinking of a large weapon or fuel depot with large tunnels connecting rooms etc. Above ground and below ground. I'm thinking of having the majority of the action taking place in the lower levels.
This is part of the reason why I'm not to concerned about the outside lighting. I just want to light the interiors as bright as I see fit.

I do want to add sounds and particles to that area for sure. I figured I would set the trigger for the sounds in the adjoining hallways.
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lighting

Postby dunny_uk » 01-18-2007 11:06 AM

ok the ambient setting is set at .02 thats quite low.

the ambient value defines how bright it is on areas of the map that are not in direct sunlight.. so u can mess about with that as u please.value is 0-1.
also changing that value in your .map file doesnt affect the compile so u can do it whenever u like..(also handy for editing custom maps that are too dark sometimes)

kk to add a light..

right click on your grid view - light
this pops the light into your map.
while its highlighted push N this is like a properties window.

then in the boxes at the bottom (key and value) enter this.

key radius
value 180

u will notice a circle of light appear round the light..(the radius)
increase or decrease as u see fit..
180 is what i usually use...

push N to get rid of that window.

with the light highlighted push K

a colour option pops up..
choose your colour whack enter and off u go...
compile and go see the difference.

ps.. on a final compile dont use the fast option.this makes a big difference to the final output.
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Postby Servant » 01-18-2007 11:14 AM

Thanks for the info!

Yeah I'm cool with adding light entities and changing there values. Thats not a problem at all. I started using the GTK when RTCW was released and I got pretty good with lighting my levels but with COD2 it seems a bit odd to me.

I wasn't aware of the ambient setting affected areas that aren't in direct sun light. I'm thinking that is my issue.

I'll give it a go and see if changing the settings help.
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Postby Servant » 01-18-2007 11:44 AM

dunny_uk thank you again for the info.

I did what you said about the ambient settings in the WP and I also didn't use FAST when compiling and it worked perfectly!

Thumbs up bro!
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lighting

Postby dunny_uk » 01-18-2007 01:06 PM

glad to help..
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Postby A.bullet » 01-18-2007 06:40 PM

theres a document on lighting in the docs..

Its explains all the settings and how the lighting works in the game..

Ambient lighting fromthe way its explained only seems to affect parts of the map not in direct sunlight.. anyhow.. I found the doc very useful..
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Postby Servant » 01-18-2007 08:51 PM

Leave it to me to ignore the Docs file. :(
I remember browsing that folder when I downloaded the COD tools. Arg!

Thanks
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