Heyo Source Discord, currently making a test map to experiment and wanted to try and get some lighting done, looking for something similar seen in testchmb_a_02 / Test Chambers 04 & 05. I've tried my best to search for resources to help aid me and came up with very little to nothing relevant and I'm not sure if I'd like to go through the hassle of converting testchmb_a_02 to a VMF to try and get a glimpse of what Valve themselves did.
Thanks in advance!
#Any Portal 1 Lighting Guides?
25 messages · Page 1 of 1 (latest)
you mean lighting like this ?
I do have some edge-lights set up on the ceiling which doesn't seem like it matches despite following the Valve Dev Wiki Guide on them so fixing that might be helpful, but I meant more General Lighting, making the test-chamber more Visible instead of being cloaked in shadows
I have placed down a few light entities but I ran into a problem where placing them might cause the Weighted Cube to suddenly just start glowing if it's close enough consdiering it's entering the range of the light source, so I know they didn't just place Random Lights around the map
Most of the lighting in these chambers (or all of it) is emitted from the observation chambers, so I recommend you set up light_spots emitting lighting from these rooms to the test chamber. But a lot of the lighting is also emitted from the floor and ceiling "edge lights"
So just make the lighting come from the observation rooms and make it look "natural".
Also you shouldn't be using point lights but rather light textures or spot lights
and if you have a metally part in your chamber like this, use the white or orange light textures
the edge light in the floor take there brightness from the lights.rad , make sure you have one in your game/mod folder
the lack of bounce lighting here means there's a leak
fix that first
I guess that'll be the hardest part trying to make it look natural.
also I'm trying not to use the Metal Walls which would usually house those Light Textures due to it being an attempt at an early styled level
I took the picture from Test Chamber 04 but I get your decision
ah forgot about that metal-hallway that was in there
also for the lights : https://developer.valvesoftware.com/wiki/Portal_Light_Textures
Huh, it was leaking and I didn't even know it! and I thought I double-checked it and it was fine before. However the Pointfile seems to just be leading me nowhere, haven't encountered this before
that means a brush entity origin is out in the void
No Problems were found with that issue
it happens if you move around parts of the map in solids selection mode
which doesn't update origins
the "check for problems" window is practically useless
the compile log is what you'll be relying on instead
in this case, it'll tell you the classname of the leaked entity
Checking, looks like a Trigger_Once has leaked somewhere
press edit>select all and then tools>center origins
might as well since if it happened to one brush entity, it probably happened to all of them
Centered the Origins, and that seems to have fixed the problems, and I learned about another leak occurring in the Observation Room, managed to get those both fixed
So this is some major improvements, I didn't know I had messed up the origins of everything, thank you for the help!