Looking for Sky-Wizard Tutorial

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Stratocaster
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Looking for Sky-Wizard Tutorial

Post by Stratocaster »

Hello everybody!

I am glad to join your community, I just registered today :wink:
Here goes my first question/request.
I am looking for a mohradiant tutorial about sky-making, with all possible key/values and how to use them, in order to be able to deal properly with the lighting in my map. I saw a couple of links (broken :cry: ) in another forum, referring to a tutorial that is not available online anymore.
I would like also to thank TlTrude for helping me with custom sounds.
Thank you very much in advance 8-)

Greetings from Spain :D
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Post by hogleg »

Hey, welcome to .map.
Heres a good link for tut's.
http://users.1st.net/kimberly/Tutorial/tut.htm

Heres a exaxmple of a nice bright sunny day:

ambientlight 7.5 7.5 7.5
lightmapdensity 16
overbright all
suncolor 65 60 45
sundifuse 1.3
sundirection 320 150 0
sunflare -7980 5388 3396
sunlight 255 243 171

:wink:
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Post by Stratocaster »

wow!

Thank you very much for that very fast reply :wink:
I will be checking that link as soon as I come home (I am on nightshift now). I have to test a lot until I find the perfect sky for my map and with that extra knowledge at least I will be able to figure out what I am exactly doing.

Right now my worlsdspawn has the following key/values

classname worldspawn
northyaw 180
spawnflags 16
suncolor 70 70 70
sundirection 90
sunflaredirection 90
sunflarename none

But I think I need more light, it's an open-field snowy map (without snow falling). The sun should reflect in the snow and make the whole very sunny (it's a quiet morning with no clouds around). Problem is when I test the map I can see my hands and weapon but they still seem to be darker than they should. There goes a screenshot (I have not that sky anymore but you will get the idea)
Image
Maybe sunflarename sun as key / value helps.. but does anyone know if that is fps-friendly?I have to be very careful with fps. The map is very huge and I am actually trying to improve the fps rate.
Thank you very much!!

By the way I really like your signature pic, I think I have seen that one before :twisted:
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Post by hogleg »

Looks very nice, I think just using skycaulk would look good in that map and use fog, doing both of those things will help ur fps.

Did u use detail on a lot of those brushes?
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Post by Stratocaster »

Oh yes in fact my skybox was caulk-sky and I had a lot of fog. Right now I try to solve the light stuff... so I am testing new kind of skies see if it helps before releasing my map.
I know I have to keep the fog because of fps (right now farplane 3500).
I also have hundreds of detailed brushes. Oherwise the map would not be playable :wink:
I detailed all brushes except main walls, floors and roofs, and vis data size is now around 250.000 ( I can tell you that's good now because two weeks ago I had my vis data exceeded LOL)
Strange thing when the player looks at certain areas of the map fps go down like crazy. just by looking the other side (without moving my "feet") will make them increase again... weird huh?
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Post by Stratocaster »

Hey just looking at your sunny day data and following that link you posted before I realize I have something wrong with sundirection...my value is only 90 and the other ones have a three sequenced numbers combination like an angle (I guess X Y and Z coordinates). Maybe that was the problem... I will test that :wink:
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Post by lizardkid »

ya i thought sundirection was in terms of rotation, but it's in X Y Z.

very nice map btw, if this is your first i think you have a serious future in mapping. :wink:
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Sunflare

Post by tltrude »

The sunflare is the bright flare that shines in players eyes. It does not light the map. The reason your gun and hand are dark is because you don't have any "ambientlight". Anbient light makes the shadows less dark. It is also a good idea to put a few point lights right above the spawn points--too help light the players at the start of the game.

The lightmap is probably the greatest FPS drain of a map, but it is small until it shines on a large number of visible surfaces. If you skip the light compile, you will see how much of the FPS loss was caused by the lightmap.

"g_allclasses.html" in the MOHAATools/docs folder has some worldspawn properties, but not many. Here are the worldspawn porperties I copied from stock maps.

m1l3a

"map_time" "Sat Dec 01 17:51:30 2001"
"message" "Lighting the Torch - Desert Road"
"classname" "worldspawn"
"sundirection" "-30 300 0"
"suncolor" "30 30 45"
"ambientlight" "5 4.8 6"
"farplane_color" ".03 .05 .09"
"farplane" "4600"
"vis_derived" "1"
"sunflarename" "none"

m4l0 // a hidden singleplayer map in the game.

"farplane_color" ".7 .7 .55"
"farplane" "13000"
"classname" "worldspawn"
"suncolor" "55 48 36"
"sundirection" "330 230 0"
"ambientlight" "7 6 4.6"

m5l2a

"map_time" "Mon Dec 10 22:00:09 2001"
"farplane_color" "0.333 0.333 0.359"
"farplane" "5500"
"ambientlight" "8 8 8"
"sundiffuse" "1"
"sundirection" "238 210 0"
"suncolor" "60 60 65"
"classname" "worldspawn"
"message" "The Hunt for the King Tiger - Destroyed Village"

m6l3e // this map has snow on the ground

"map_time" "Tue Nov 20 21:38:08 2001"
"sunflarename" "none"
"ambientlight" "8 8 9"
"classname" "worldspawn"
"sundirection" "280 215 0"
"suncolor" "50 50 65"
"message" "Storming Fort Schmerzen - Conclusion"

Most of these map have the farplane setting in the map's script as well. The folowing is in the m6l3e script.

$world farplane 2500
$world farplane_color ".1 .1 .12"



Hope that helps some.
Tom Trude,

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Post by Bjarne BZR »

Also, if you want to make new sky textures: hera is a tutorial:
http://dynamic6.gamespy.com/~rjukanproj ... oxCreation
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Post by Stratocaster »

Thank you very much all the info is very useful and I have to test a lot of things. The good thing is now I will know what to do in order to get the sky I am looking for. As soon as I finish posting I will launch Radiant and get back to work.
thank you Tltrude all the properties displayed above are really opening my eyes. I guess adjusting the ambientlight the way it is on m6l3e will be a good start :wink:
I just did as you said, btw, skipping the lighting compile phase got me a very shiny map, very raw, but FPS rate was blazing!
anyway I still have a couple of questions :
I saw that on the document you mentioned :

farplane


Get the distance of the far clipping plane


The question is : I have my farplane (for the fog) in the script at 4000 more or less. If I set a value for that farplane key on my worldspawn properties window, will that be useful?

I would also like to know how to get rid of a nasty fog effect that makes brushes disappear. Take a look at those screenshots :

Image
Image

I would also like to thank lizardkid for the compliment :wink:
Yes, it is my first map. I am working on it since june...
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Post by Bjarne BZR »

Stratocaster wrote:I would also like to know how to get rid of a nasty fog effect that makes brushes disappear.
That is the effect of combining a textured skybox with fog.
What the "fog" does is that it fades stuff into the color of the farplane_color until it is at the edge of the farplane. Stuff that is beyond the farplane is not drawn, thus it disapears. This works very well when you use skycaulk, as skycaulk takes on the color of farplane_color, and so when the object goes beyond the farplane, it has the same color as the sky, and so you cant see that it is no longer drawn.

BUT: When you use it with a textured skybox, you get the "error" you are seeing.

You have some choices to solve this:
1) Use skycaulk instead of a sky texture on your sky box.
Negative: it looks a bit boring ( Look at how I used an extra cloud layer in Vemork Approach to fight this boredom ).
Positive: Will boost FPS.

2) Increase the farplane so no clipping occurs.
Negative: All positive FPS effects of the farplane clipping will be removed. You will not get that foggy effect ( that I suppose you want ).
Positive: Will work with your current skybox.

3) Either make a skybox with the same color as the farplane_color at the eye level, or calibrate the farplane_color to match your skybox.
Negative: Will look better, but it is very hard to make it look perfect. You will still get this "error", only it wont be as obvious.
Positive: Brobably something close to this you wanted in the first place.
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Post by Bjarne BZR »

Stratocaster wrote:I have my farplane (for the fog) in the script at 4000 more or less. If I set a value for that farplane key on my worldspawn properties window, will that be useful?
Setting it in the worldspawn properties window is the same as setting it in the script. OK, not the same, but it results in the same fog. But I always set it in the script: because then I can change it, restart the map, and the new values are in effect at once. A LOT faster than recompileing the map :).
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Post by Stratocaster »

I just couldn't have dreamt of a better explanation!

thank you very much that was very useful!!! :wink:

I guess I will go for the fist solution (FPS go go go!) :lol:

and of course the farplane value is right away in the scr file!

positive : Fps will boost, fog problem will disappear
negative : I found such a wonderful sky...maybe for my next map
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