Thread: Advanced Light Management

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  1. #1
    Registered User banan2288's Avatar  
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    Advanced Light Management

    Hi guys!
    Today I'm presenting you new (14th) tutorial in Sven Co-op Manor- Advanced Light!

    List of contents:
    • Compile Commands and Processes
      • Both ZHLT and Vluzacn's commonly used commands
      • Images of different commands parameters values

    • Batch file for custom compiling (suggested by TrEmPlEr)
    • ZHLT Keyvalues
      • Light origin
      • Light level
      • Lightflags
      • Custom shadow
      • Collision and visibility
      • Fading and falloff

    • Blocking Different Types of Objects
    • Global Lightning Appearance (global_light_control)
    • Advanced Texlights (light_surface)
    • Multiple/Switchable light_environments ('-noskyfix' detailed explanation)
    • Mirror Floor Trick (suggested by TrEmPlEr)
    • Toggleable Shadows and Light Bouncing on Opaque Entities (light_shadow, light_bounce)
    • Light Smoothing Control on Specified Textures (info_smoothvalue)
    • Shadow Spreading in Exterior Areas ('_spread' keyvalue)
    • Brightness of Transparent Textures (Embed Lightmaps)
    • Translucent Effect (info_translucent)
    • Decrease Light Fading Ratio on Textures (info_angularfade)
    • Custom Lightning for Models (usage of 'black_hidden' texture)
    • Priority of Overlapping Faces
    • Overview Point (info_overview_point)

    See a tutorial here.

    Based on newest Vluzacn's Compile Tools- contains most of features (~90%), some of the explained more detailed, some of them less. Hope that will help you understand more about light!
    Have Fun Mapping!

    Oh, an yes, don't forget to check other tutorials!
    Last edited by banan2288; 28-10-2015 at 05:44 PM.

  2. #2
    Mapper Nih's Avatar  
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    Re: Advanced Light Management

    Awesome tutorial! So many details and stuff I didn't know. You forgot to put a direct link in your post though, but I found it on the website.

    I find this in particular to be amazing:

    Maybe the tutorial name should be changed since it's not just lighting tips?

  3. #3
    QPU-aligned Silencer's Avatar  
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    Re: Advanced Light Management

    Great job! Had been following vluzacn's development but completely missed _spread. Nice.


  4. #4
    Registered User banan2288's Avatar  
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    Re: Advanced Light Management

    Quote Originally Posted by Nih View Post
    You forgot to put a direct link in your post though, but I found it on the website.
    Thanks! Already updated.

    Quote Originally Posted by Nih View Post
    Maybe the tutorial name should be changed since it's not just lighting tips?
    Yeah, it's hard to give this tutorial a precise name. It's so many stuff out there but changed to "Advanced Compilation"

    Quote Originally Posted by Silencer View Post
    Great job! Had been following vluzacn's development but completely missed _spread. Nice.
    My goal was to find and group all information into one page, so here you have Zhlt and Vluzacn's commands, entities and keyvalues plus some other tricks about light/collision e.t.c.

  5. #5
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Advanced Light Management

    @banan2288
    Nice website i have readden awesome tips & tricks. I don't know that. How do i optimize lights Thanks for explanation!

    @Nih and @Siliencer:
    I don't see that because shadow effect was generated by vhlt compilers like Half-Life FX Shadow Demo Map has grid throws shadows. And how does it works with movable grid throws shadow too? Because i'm very surprised because vhlt has shadow effect with grids, laddersx and more different shadow-throwings have good output. That is why we don't need to use Half-Life FX Is it correct or a crazy idea?
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

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