noob question: Lights

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BiG_HeaD
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noob question: Lights

Post by BiG_HeaD »

I need to make it look like the light is comming from something. Is there a LightPost or Something i can put next to the road?
SlasherZ
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Post by SlasherZ »

try static > lamps or... make your own
[AoHx]Omnicient
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Post by [AoHx]Omnicient »

i dunno for sure but u might also need a light entity to actually produce some if that isnt already in the static.
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Ziskey
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Post by Ziskey »

BiG_HeaD:

Be sure to experiment with the positioning and intensity of the light entity to get the desired effect, i.e., the desired illumination and/or shadowing of the surrounding area. You may also want to add a corona to the light to give it a more realistic look. There are some excellent tutorials that explain these things.

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mike
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Post by mike »

is trhat wut a cornea is for??? dose it make the light look like its on and stuff?
BiG_HeaD
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Post by BiG_HeaD »

I got the map finished. Thanx.
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Ziskey
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Post by Ziskey »

Mike:

Mirriam-Webster's dictionary defines "corona" in a number of different ways, but these two should help:

"A usually colored circle often seen around and close to a luminous body (as the sun or moon) caused by diffraction produced by suspended droplets or occasionally particles of dust" or "A faint glow adjacent to the surface of an electrical conductor at high voltage." Consider this visual example taken from the stock Allied Assault map "Southern France":

Image

Just to be clear, there are three elements that must be created and placed in your level for each light you want to look just like the Southern France example above:

1. The static light model--the light "fixture" from which the light appears to be eminating, which is placed in the level by right clicking in any one of the 2D views in MoHRadiant and choosing, for example:

static > lamp > lightbulb-on-wire-short

2. The light entity--the entity that actually "lights up" the surrounding area, which is placed in the level by right clicking in any one of the 2D views in MoHRadiant and choosing:

light

NOTE: Select the light entity and press "N" to bring up the "Entity Inspector". Here you can change the intensity of the light by adding this Key-Value pair to the light entity:

Key: light
Val: 60

The value you enter roughly approximates a single light bulb of that wattage (i.e., the above example would create a light that approximates a 60-watt light bulb). When the light entity is selected you will also see a set of concentric red cirles surrounding the entity that indicate the effective range of the light.

Also, you can "soften" the light to make it appear more incandescent (as in the Southern France example above). Just select the light entity, press "K" to bring up the "Color" dialog box, and then choose a yellow-ish color for the light.

3. The corona entity--the entity that creates the "corona" effect explained above, which is placed in the level by right clicking in any one of the 2D view in MoHRadiant and choosing:

static > corona > util

NOTE: To increase or decrease the corona effect, select the corona entity and press "N" to display the "Entity Inspector". Here you can adujust the value associated with the Key-Value pair:

Key: Scale
Val: 1.0

Entering a smaller value will decrease the size of the corona, thus decreasing the visual effect of the corona. Similarly, entering a larger value will increase the size and visual effect of the corona. Use your judgement for the particular application in your level.

Hope this helps you in creating more realistic lighting in your levels.

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BiG_HeaD
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Post by BiG_HeaD »

Whoa, Thanx for the Tips.
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