Rad Parameters Question
3roundburst
Join Date: 2004-08-28 Member: 30980Members
<div class="IPBDescription">How do I create darker corners..</div> Hello NS Mapping community,
I'm 3roundburst from clan SoS. Their current and only mapper. I've had experience with Quake2 mapping (namely Jailbreak / and Breed Mods), UT mapping, and now Half life.
Anyhow my question for you all, and I hope to get some good feedback is:
What typical HLRAD parameters are you all using on a final compile?
The reason I'm asking is I can't seem to figure out how to make more localized lighting in my map without overlighting the entire rooms. I'm trying to do this with just texture lighting by the way.
<img src='http://members.cox.net/j_graham/readyroom0001.jpg' border='0' alt='user posted image' />
(above pic shows readyroom, RAD settings: +extra +bounce 1, no env_gamma)
For some reason BC won't translate the gamma value I set (in HL RAD) to the map (which just defaults at 1.0). I've tried env_gamma with settings 1.2 1.5 and 1.7 usually the result is brighter over all (or near fullbright), instead of just overbrightening the tex lights (which is what I'm trying to accomplish). I've also tried turning off +bounce however this results in haveing to raise the light values in lights.rad. Which again ends up brightening up the map instead of just the localized light source. Another thing about turning off bounce is the transitions from bright to dark often seem harsh, especially when trying to overbrighten the local lighting.
<img src='http://members.cox.net/j_graham/readyroom002.jpg' border='0' alt='user posted image' />
(Above image with env_gamma 1.7 RAD: +extra)
I know there must be a sure fire way (perhaps a combo of +chop and +coring to find the lighting I'm looking for, but I can't seem to figure it out. I've seen the lighting similar to what I'm trying to get in CO_Core.
I see a lot of tutorials on making text lighting, using overlays, but I don't see any tutorials on getting into HLRad and final lighting techniques.
All the same I'm curious what NS mappers have been using in their final RAD compile for their maps. So spill the guts guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'm dying to know.
Thanks,
3round
I'm 3roundburst from clan SoS. Their current and only mapper. I've had experience with Quake2 mapping (namely Jailbreak / and Breed Mods), UT mapping, and now Half life.
Anyhow my question for you all, and I hope to get some good feedback is:
What typical HLRAD parameters are you all using on a final compile?
The reason I'm asking is I can't seem to figure out how to make more localized lighting in my map without overlighting the entire rooms. I'm trying to do this with just texture lighting by the way.
<img src='http://members.cox.net/j_graham/readyroom0001.jpg' border='0' alt='user posted image' />
(above pic shows readyroom, RAD settings: +extra +bounce 1, no env_gamma)
For some reason BC won't translate the gamma value I set (in HL RAD) to the map (which just defaults at 1.0). I've tried env_gamma with settings 1.2 1.5 and 1.7 usually the result is brighter over all (or near fullbright), instead of just overbrightening the tex lights (which is what I'm trying to accomplish). I've also tried turning off +bounce however this results in haveing to raise the light values in lights.rad. Which again ends up brightening up the map instead of just the localized light source. Another thing about turning off bounce is the transitions from bright to dark often seem harsh, especially when trying to overbrighten the local lighting.
<img src='http://members.cox.net/j_graham/readyroom002.jpg' border='0' alt='user posted image' />
(Above image with env_gamma 1.7 RAD: +extra)
I know there must be a sure fire way (perhaps a combo of +chop and +coring to find the lighting I'm looking for, but I can't seem to figure it out. I've seen the lighting similar to what I'm trying to get in CO_Core.
I see a lot of tutorials on making text lighting, using overlays, but I don't see any tutorials on getting into HLRad and final lighting techniques.
All the same I'm curious what NS mappers have been using in their final RAD compile for their maps. So spill the guts guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I'm dying to know.
Thanks,
3round
Comments
quoting the zhlt documentation:
-dscale
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Using the value of '1' would generate the most correct looking maps. However, since this is configurable it has a few other uses. Using a value of '0' will remove the direct lighting completely from a map and it will only be lit with radiosity lighting. This ends up 'opposite' of -bounce 0, and can be used to check the radiosity lighting for glitches. Using larger values, like 3 or 4, cause extremely harsh direct lighting relation to the shadows and might be of use in desert or arctic maps.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
-fade
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Set global fade (larger values = shorter lights).
This value adds in an artificial factor into the normal (1 / dist * dist) inverse square falloff calculations, by multiplying the denominator of the scale by the fade value. Point lights can set their own individual fade and falloff values, which override any global setting on the command line. These calculations only affect the direct lighting layer, as the radiosity pass always uses plain inverse square falloff.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Other than that, I personally use only -extra -sparse -low -estimate as rad settings.
Usually I don't work with other values, because I more prefer to work with low texlight values in combination with brighter spotlights, to get a better contrast. but that's just my personal preference.
-extra
-sparse
-bounce 2
-dscale 1
-fade 2
-gamma 0.65
-sky 0.65
smooth 60
+extra
+bounce 2
+sparse
+smooth 35
+coring (~120) didn't see much effect since my text lights are around 800
+dscale 3