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Adding Light Effects To Your Map

Posted: 2007-06-06 05:02
by Hfett
First, folow Rhino tutorial, to set the mod to PR, and should also know how to use the editor and have a map that you want to add some light effects

Open the editor, go to level editor, load your map

We will first learn how to make a Light, inside a house like this one:
Image


But before that, you need to know that you can manipulate the Lighting Sources just like any Static object, and they are prety easy to put ingame
All you have to do is chose it and drag it to the map, but they only affect other static objetcs, on the editor (ingame, it affects Over and undergrow also, but not the terrain)
So to see the light, you need to put it near another object



Lets see what some lighting sources, go to:
objects/common/glow

and drag "glow6" to your map:
Image

You will see a big light, like this, now click on it, and you will see that you can manipulate it just like any other Object Ingame (check the "miracle well")

Image

and you can also see, that it dont provide light enouth to iluminate other objects nearby to make the cool lightng effect that i want to achive
Image
(no light reflection on the wall)(we will get into this latter)



Now delete that orb, we want to check other glow's before moving on with the tutorial


Select now the glow3 objetc and drag it into your map:

Image

You cannot see it right?
here is the trick, just like i said before, you can only check the light, when you put it near another static object:
Before:
Image
After:
Image
Glow 3, might look like just light, but it actualy have a small orb, that just show ingame:
pic here Will add latter


Use glow 3 to simulate lights at guard towers, buildings, entrances, etc... it is a small light for all uses ;)
pics hereWill add latter


Now, lets forget about glow stuff (keep checking yourself the other ones, on the editor and ingame, there are some variations like a big red orb for example)
Image
glow5 is a big red orb

the others you can check yourself

Now that we learned about the orbs, lets learn about lightsources:
go to
objects/common/lightsources
this is where the magic happens
There are 2 basic lightsources on this folder(there are more on other folders, and at xpack but lets focus on what we have here)
they are:
Baselight and houselight big (there is the street light on the folder, but dont work on the editor and i didnt tryed it Ingame, also there is the "lighttoobject" that bugs the statics arround them)

Image
Base on the left, big on the right

Baselight is a smaller light, nice to use on interiors, to simulate lightbulbs or lamps

Houselight big, is a bigger light, you can use it to simulate more light comming for one "orb" (glow)

PIC (will add latter)

You can manipulate then just like normal objects, placing them where you want =P

So lets go with the tutorial, how to make a lamp on a house

First place the house that you want to be iluminated, i will use a shack
Image

Then, since we are talking about PR, to have a light, we need a lightbulb

select the Lightbulb from the editor(or the lamp if you prefer):
Lamp is on miscobjects folder
Lightbulb is at staticobjetcs/common
Image


Put the lightbulb inside the house:
Image

Now chose the baselight and place it a few feets under the lightbulb(check where it looks better
Image

Image
Keep looking for the best place and...

Image
You just learned how to make a house with light :grin:
Ps; i use the light: xp1_dayglowlight on my houses, it is stronger than baselight, located on the folder: staticobjetcs/pr/lightsources/xp1_dayglowlight
also there are other lights that i didnt tested yet on this folder

News step is how to make searchtower lights (you probably figured it out already but i will finish the tutorial tomorow)


English is not my first language, so please if you dont understand something just ask =P

you will have cool looking night maps if you follow this tutorial
Example:
http://www.youtube.com/watch?v=TYhI2fjdEqI

Posted: 2007-06-06 06:07
by IronTaxi
nice work!

ill use it sometime soon...always wondered how they worked..never bothered to try them yet..

Posted: 2007-06-06 11:49
by Rhino
looks good, But I think my 3DsMAX lightmaps look and work better overal thou, good tut still!

1 comment is that you should turn down your undergrwoth height cos at the mo it will be used as concealmant, which is a very bad idea when you mix it with BF2 Undergrowth due to the draw distance ranges.

EDIT: should post it here :)

http://bfeditor.org/forums/index.php?showforum=17

Posted: 2007-06-06 12:52
by ice_killer
nice always good to see how other mod's do soem things :D

Posted: 2007-06-07 10:59
by =tGA=Harry
Yeah, Very nice tutorial.
I have been experimenting with these lights myself in a DCon night map.
But this tutorial explains it all. Great work!

Mind if I post a link to this in the Desert Conflict forum?

=tGA=Harry
DCon Mapper

Posted: 2007-06-07 11:08
by Snake_doctor
stikcky it very good thanks going see wot bagdad looks like at night

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-04-20 15:17
by Le_Damner
Ok for the begining, but the light effects desepears when lightmapping the building, any idea why ?

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-04-22 14:56
by Le_Damner
Le_Damner wrote:Ok for the begining, but the light effects desepears when lightmapping the building, any idea why ?
Bump !

Anyone knows how to do this on a lightmapped building ?

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-04-26 13:32
by Le_Damner
I am sorry to spam this thread, but I would like an answer, is it possible to add light effects on a lightmapped building ?

Thanks.

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-07-24 22:37
by Rudd
are glows meant to react to undergrowth so strongly?

or do some of them react to undergrowth strongly, and some not?

I'd also 2nd le dammer's question, lightmapped objects seem to be independant of the glow effects, at least on some maps, can any1 clarify this?

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-07-31 18:05
by Rudd
Right, this is rather annoying lol :D

for some reason, lightmaps just get buggered by night mode.

Turn off night mode and everything is peachy in every way...apart from NVGs aren't gonna work.

Gonna keep workin on this....

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-07-31 18:48
by Robbi
Tell me about it.

:(

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-07-31 19:13
by Wilkinson
Lightmap it in 3dsMax. That's what I did.

When I did Raid of Fallujah, you bet your *** it was buggy with lightmapping in Bf2Editor.

3DS seemed to work for me.

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-07-31 19:54
by Rudd
yeah, Matrox has explained why it is the way it is.

its so annoying :( all teh glows look awesome if its not in night mode :( if only NVGs could be added to non-night mode :(

Re: [Tutorial] Adding Light Effects to your map

Posted: 2009-08-03 05:38
by Le_Damner
Yeah, I've tried lots of tweaks in light settings, but nothing worked there...
3DS Max must be the only way to get clean light effects.

Re: [Map Tutorial] Adding Light Effects to your map

Posted: 2009-12-15 23:49
by dunem666
i added light into the bagdhad mine shafts,

it would be interesting if you could add black light,

thus allowing to add more darkness to certain areas, like in dark rooms and holes in the ground.

Re: [Map Tutorial] Adding Light Effects to your map

Posted: 2009-12-15 23:52
by Rudd
do that using ur groundhemi.dds mate

look at the groundhemi for existing maps to understand how it works

play around with it on other maps and you'll see how it affects the players and vehicles

for statics etc you make areas dark using lightmapping