Editing | Mapping | Tutorials | Light 1
Light 1
Original tutorial and not changed in any way.
Information subject to change.
There's a lot to learn when we think of
light in making maps. Some people finish building a map then just
splat light entites all over and it ruins it. Never rush lighting,
if it takes longer than building the actual map then fine. Some tips
are not to limit the number of light enties in a room, make multiple
ones and change the light value to something below 300 (default).
Also you don't HAVE to make light with the models, the diamond
shapped ones are invisible therefore cannot be seen in the game.
Finally before stepping into the world of light, don't put so much
light that it looks as if it was compiled in Novis (novis/norad)
mode.
a) Color and Common Lighting
It's important that you learn about lighting
color, but you don't have to make each light source a different
color, it's best to match the textures with the color (signs,
traffic lights, computer screens)
1. Start by making a long rectangle room, big
enough that you can walk around in. The room should be closed so
it's not leaked. Right click to drop the entity list and select
Light. Place it on one of the ends and hit the "n" key. Type for a
key "light" and a value "200" so it doesn't make the whole room
bright. Next close the window by hitting the "n" key again then hit
"k" to bring up the color dialog window. Let's make the light Red so
find a color that's red and hit okay. Now drop the entity list
again, this time make the light model in the middle of the room and
make the color Light Blue . Finally repeat except make the light at
the other end of the room and change the color to Green. Remember to
change the light value to 200 for all three models.
2. Place an Info | Info_Player_Start inside the
room then save in Kingpin/Main/Maps AND Kingpin/Kprad as the same
file name. Go to Bsp | Bsp_FullVis. A DOS window will popup and
start compiling, it should take around 5 seconds more or less. If it
even meantions ***Leaked*** then close it and close off all gaps in
the room. Load up your map by going to console in Kingpin and type
"Map MapNameHere" without the quotes. It should look something like
the screenshot below. Notice how good you can make a map if you give
lighting time.

b) Light Styles
UPDATE Dec17: Check the FILES
Section for a COOL light style program i made for Kingpin.
Styles are used to make lights blink easily
without the use of Timers. We're going to add on to the map above,
Color.
1. Select the Red light entity by holding shift
and left clicking. Hit the "n" Key and type in for a Key "Style" And
Value "2" ----------- Without the Quotes
2. Select the Light Blue light entity by
holding shift and left clicking. Hit the "n" Key and type in for a
Key "Style" And Value "9"-- Without the Quotes
3. Select the Green Light entity by holding
shift and left clicking. Hit the "n" Key and type in for a Key
"Style" And Value "7"-------- Without the Quotes
4. Once again, compile your map by saving in
both Kingpin/Main/Maps AND Kingpin/Kprad with the same filename. Be
sure you compile in bsp_fullvis then load up your map in Kingpin.
Look around, you should see the lights blink, flash, or glow. Below
is a table of all the light styles that you can use in Kingpin
maps.
a = Total Darkness z = Double Bright m =
Normal
These were taken from gamex86.dll therefore
they are exact
1. (Fire Flicker) - mmnmmommommnonmmonqnmmo
2. (Slow Strong Pulse) -
abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba 3. (Candle)
- mmmmmaaaaammmmmaaaaaabcdefgabcdefg 4. (Fast Strobe) -
mamamamamama 5. (Gentle Pulse) -
jklmnopqrstuvwxyzyxwvutsrqponmlkj 6. (Fire Flicker 2) -
nmonqnmomnmomomno 7. (Candle2) - mmmaaaabcdefgmmmmaaaammmaamm
8. (Candle3) - mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa 9.
(Slow Strong Strobe) - aaaaaaaazzzzzzzz 10. (Fluorescent
Flicker) - mmamammmmammamamaaamammma 11. (Slow Pulse Fades to
Black) - abcdefghijklmnopqrrqponmlkjihgfedcba 12. (Fire
Flicker3) - mmnommomhkmmomnonmmonqnmmo 13. (Fluorescent Flicker2) -
kmamaamakmmmaakmamakmakmmmma 14. (Fluorescent Flicker3) -
kmmmakakmmaaamammamkmamakmmmma 15. (Realistic Fade) -
mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm 16. (Realistic Fade2) -
mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm 17. (Slow Strong Strobe
(Opposite of 9)) - zzzzzzzzaaaaaaaa 18. (3 Cycle Strobe1) -
zzzzzzzzaaaaaaaaaaaaaaaa 19. (3 Cycle Strobe2) -
aaaaaaaazzzzzzzzaaaaaaaa 20. (3 Cycle Strobe3) -
aaaaaaaaaaaaaaaazzzzzzzz |