Increasing bounce lighting with $reflectivity

by | February 14th, 2011 | Articles | 7 Comments »

So you’re putting in lights and you find the perfect settings to light the room, but there’s a problem: the ceiling is almost pitch black! A surprisingly common problem, so what do you do? increase the light’s brightness and suffer a blinding floor? Nope.

Default reflectivity values, the ceiling is way too dark but the ground is a nice brightness.

All too common, the light level in the room is enough to illuminate the floor and lower walls but the ceiling is far too dark, all the effort you put into detailing it is going to waste!

Just edit the $reflectivity value in the .vmt for your floor material.

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Sun Spread Angles

by | January 11th, 2011 | Articles | 6 Comments »

Just a quick one today to clear up something that possibly isn’t experimented with much when considering lighting, the spread angle from the light_environment. The entity itself recommends a value of 5 degrees to start with however, as my attention was drawn recently to, this is actually quite a large angle. You’ll see on a sunny day, the shadow from a tall building is incredibly crisp. The angular size of the sun, a non-point light source, is about 32 arcminutes in the sky, which is just over half a degree. So picking a sun spread angle smaller than 5 degrees is a good idea if there is little to no cloud cover in your skybox.

The images after the jump are examples of sun spread angles 0, 1, 3, 5, 10 and 20 degrees.

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In Defense of Turbine

by | December 27th, 2010 | Articles | 3 Comments »

Turbine

To the Team Fortress 2 mapping community, Turbine has become an icon of hatred. Everything mappers don’t like about Valve’s selection of maps, summarized in one single BSP file. It’s “too simple”. It isn’t “well-detailed”. The complaints against it are numerous. This is unfortunate, because Turbine is a map that should be carefully looked at and analyzed. It’s obviously a successful map, Valve picked it up because of its popularity. And what makes it a popular map? That is what I’d like to dive into.

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Lighting Compile Options

by | December 2nd, 2010 | Tutorials | 8 Comments »

Today I’m going to discuss the lighting conventions of source. Source has been evolving steadily since Half Life 2, with the introduction of HDR with Episode 1 and then per-vertex lighting for static props and shadowing textures with the Orange Box. These new methods for calculating lighting at compile time have become the standard for source, everything produced since the Orange Box uses them.

Unfortunately the improved lighting introduced with the Orange Box was not added to hammer’s default compile settings, even as options, so we must add them ourselves. That means we need to know what they are and what they do. There are three options that we’re going to look at today, texture shadows, per vertex lighting for static props, and exact outline shadow casting for static props. So what exactly do they do?

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A look at the detail of TF2 Part 5: Viaduct

by | September 29th, 2010 | Articles | 1 Comment »

It came up when people were asking and it’s a map I admire myself so koth_viaduct is the subject of my final part of this series.  The best way to end a re-run is with something entirely new too, so with that in mind let’s press on and see what Viaduct has to offer.

Straight after spawning I take a look around and instantly see two awesome things:

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A look at the detail of TF2 Part 4: 2Fort

by | September 18th, 2010 | Articles | 7 Comments »

Last of the re-writes here, the most infamous Team Fortress map, 2Fort.

Touching on a previous topic here, clustering details around doors.

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A look at the detail of TF2 Part 3: Dustbowl

by | September 14th, 2010 | Articles | 4 Comments »

One of the first six maps for Team Fortress 2, Dustbowl remains favourite for many, I’ve seen it criticized as under detailed and bland but I feel that it’s right at the pinnacle of TF2. One of my favourites for both gameplay and aesthetic value, definitely.

Let’s pick it apart and see what we can learn!

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A look at the detail of TF2 Part 2: Goldrush

by | August 25th, 2010 | Articles | 4 Comments »

Here is the second part in the series. I was looking to Goldrush a lot whilst making Hoodoo, it was the first official map I spent any length of time actually studying so a lot of the techniques I use are similar. You’re gunna get a pretty picture before the read more tag this time, aren’t you lucky? Well, not really.

What’s the focus of this picture?

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A look at the detail of TF2 Part 1: Badlands

by | August 22nd, 2010 | Articles | 4 Comments »

I’m going to be moving all of my articles from TF2maps.net over to Nodraw in the next few weeks. I’ll keep most of the original information but I’ll be updating a lot of it. Starting off with Badlands, I’ll take a look at how Valve have used various techniques to detail their maps.

Once more into the breach, dear friends

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TF2: Density of Detailing

by | August 14th, 2010 | Articles | 5 Comments »

When it comes time to detail a Team Fortress 2 level, the path most mappers take is one of trying to make everything look visually stunning, no matter how important or unimportant the area in question is. Even if detail is planned out beforehand, the initial reaction seems to be to make sure everything is a point of visual interest. Unfortunately, this is not the proper way to handle detailing: in TF2, gameplay and visual elements are closely tied together, and their relationship must be considered when detailing, because your points of visual interest are what the player should interpret as points of interest to the level’s gameplay.

This is why the TF2 world is static, with the exception of dynamic gameplay elements. There are only a couple animated props in the game used for detailing, and are not large or upfront in their presence. Smoke trail particle effects do not stand out, but silently add to the environment. Environment objects which do move or change are either direct gameplay elements (capture points, intelligence briefcases, payload carts, dynamic signs) or are environment hazards which affect gameplay (trains, saws) and have loud, clear sound effects to announce their presence. Any other dynamic elements are players, engineer buildings, or projectiles: things pertinent to playing the game.

However, detailing for TF2 does not just end at “keep the world static”. Detail is carefully distributed and allocated in the world for certain reasons, scaling the amount of it to where it is located. I’m going to call this the density of detail. This concept of density of detail can be found in any of Valve’s maps, but to demonstrate, I’m going to use a particular scene from Dustbowl that I think truly embodies it.

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