Light Effect In Ns Map
P-Assaulter
Join Date: 2004-03-29 Member: 27583Members
<div class="IPBDescription">How do they do it?</div> The light effect in NS map is very active and quite lifelike. But i don't think that all the light effect are made by light entity and light_spot entity. Except env_gamma may you tell me how do they do the lifelike light effect?
Comments
Now here is where you enter the texlights. They're done in the following syntax:
TextureName Red Green Blue Intensity
TextureName is, of course, the name of the texture you want to be giving off light. The Red, Green and Blue all control the colour of the light, and the intensity is how strong the light should be. For intensity, try a value of 500-3000 or so.
Please note, that when you assign texlights to a texture, that texture will appear fullbright in game. So if you want to avoid this and only want the "light" in the texture to be bright, use overlays.
Overlays are textures completely black version of the original texture except for the part you want. Try searching for "fx" in your ns2.wad, you'll have a few there. Make a 1 unit brush textured with the overlay ontop of the light texture and make this brush into either a func_wall or func_illusionary. Make Render Mode "Additive" and FX Amount "255". Then, assign the texlight to the overlay.
Finally, add -lights LOCATIONOFYOURLIGHTS.RAD to your hlrad.exe in the compile, which will make your map use those texture lights.
Everything on the walls in CO_uplink is using the texture lighting technique. And lights on the ceiling were alluminated by light enities and the light spots one the ground were of course light_spot enities (1 for each spot).
If you have any other questions about lighting... or see something you like in the map and want to know how to do it.. post in this thread and I will try to help the best I can.
Note: I used an example of my map to help you better understand lighting, what it looks like, and help you decide if you like the technique or not. Not to show off any skills.. There are plenty better mappers on this forum than I.
If we use light entity and spot light entity to make the light effects which are very ugly and ungainly. So I won't use them anymore, as I can't bear them.
So I have two questions as below. I wish that you can teach me and I will be glad to listen to you.
Picture1: The lamps on the lower part of pillar
Picture2: No lamp on the lower part of pillar
Anything happen while it was decompiling and cause that problem or it is nothing wrong? If it is nothing wrong, I’m so interested on it. How do they make it?
I understand the skill of overlay bit I don’t understand about texture light as I haven’t apply that skill before. I’m very interested about it. May you talk about it more and give me some detail please?
As for texture lighting, I explained it in my earlier post.
For texture lighting, you edit your lights.rad file. The format is:
NAMEOFTEXTURE RED GREEN BLUE INTENSITY
like
~SPOTRED 255 0 0 150
Except NS, can we apply texlight for other games in Steam or the mod games of HL1.1.1.0?