SuperSunny
June 28th, 2007, 02:20 AM
http://i10.tinypic.com/6gl4xna.jpg
Lighting in Halo, probably one of the most underused aspects of the entire editing kit.
Lighting can change a map from looking like this:
http://i18.tinypic.com/4mm8hhh.jpg
Into This :
http://img63.imageshack.us/img63/7533/lightup9.jpg
The sad truth is, Halo's lighting capabilities are limited, as it is not a modern-gen/next-gen game. It can utilize specular lights (radiosity), or dynamic lights. Radiosity is the overall lighting used in most maps to determine what areas are lit up, where the shadows should go, and how the shading on a map should look. But of course, we already know this.
By taking advantage of the Halo Engine, you can push towards much better lighting effects.
http://i6.tinypic.com/5yummap.jpg
The cave hole on top, it emits a similar look to the modern Bloom effect used in games. I did this by adding scenery lens flares to that area. When they stick together, they enlarge.
Creating Scenery Lens Flares:
http://i12.tinypic.com/5ylytlu.jpg
This is a Lens Flare tag. To create something similar, just open up an existing one, and modify it. To enlarge the Lens Flare, increase the radius size, and along with it the brightness (or keep it dim to combine more). This specific one is incredibly small, about the size of the Plasma Pistol charge.
A large Lens Flare has about the radius of 2, and brightness of 0.4.
Save this, in a folder. Call it Bloom. Now, create a .light tag. Add the lens flare to it, and save it as Bloom.light in the same folder.
http://i4.tinypic.com/6gvp950.jpg
Now, for the second part.
I'm not going to go into detail, but it requires that you have SOME knowledge of the HEK, and know how to create shaders/use 3ds Max (or Gmax).
Create an invisible scenery, with one marker, in the center, no collision model. Compile it. Create the .scenery file. Attach your lens flare .light tag to the marker in the model.
Place it in-game. ONLY put it on spots that should theoretically emit light, or be hit by light. For example:
http://img442.imageshack.us/img442/1729/paradisezg9.jpg
Look at the water.
To use radiosity to it's maximum potential, ALWAYS do a final quality 1 render, wtih most of the shaders on a high detail level. It will make the map look so much better.
-More coming soon.
Here's Part 2!
Design
I take it many don't really care about the design of lighting in a map. But it really does bring out all the detail and glory :P
http://i17.tinypic.com/4trpoaw.jpg
http://i15.tinypic.com/4z9o5cx.jpg
Pay attention to the detail on all the textures. Notice how they correspond with the light.
My Light-source in that screenshot is a combination of many things.
A shader with a white texture that emits light at a certain power (radiosity).
All the shaders in the level set to high.
Custom-designed lens flare scenery placed around that light (and on it).
The dynamic mirror (not really needed, but hey it looks nice).
A gel-texture emitting dynamic light source.The gel-texture is basically the player flashlight bitmap. I created a custom scenery (invisible geometry), with a marker that has that light source attached.
In Sapien, you cannot see the gel-light emitting from it. So, you have to improvise. The green axis arrow points in the direction the gel-light will emit.
After placing in certain locations, a level can emit bump-maps and higher levels of detail without much FPS loss.
http://i11.tinypic.com/61tdx11.jpg
http://i19.tinypic.com/4u3gdgx.jpg
Shadows!
With the combination of everything above, (or just a single light source), Halo should produce a shadow for your player if you are close by (or a vehicle, or other players). Above in that screenshot, the shadow fades off, pointing away from the light source, realistically.
Now, obviously, I can't do anything to really change that. It does look REALLY good though. The closer I get to the light source, the smaller and closer the shadow becomes.
http://i16.tinypic.com/4umunhu.jpg
Bloom! Er...light emitting off objects!
With properly placed lens flares, a good dynamic light (gel-texture emitting for a more realistic effect), and all that yadda-yadda garbage, a player should look INCREDIBLY nice under that light. Anything should. This MC here looks like he's reflecting light off his armor in a strange pose.
Yea more coming soon!
And people say Halo 1 looks bad. Sheesh. Just be an artist, and mess around. Pay attention to the colour of everything!
Lighting in Halo, probably one of the most underused aspects of the entire editing kit.
Lighting can change a map from looking like this:
http://i18.tinypic.com/4mm8hhh.jpg
Into This :
http://img63.imageshack.us/img63/7533/lightup9.jpg
The sad truth is, Halo's lighting capabilities are limited, as it is not a modern-gen/next-gen game. It can utilize specular lights (radiosity), or dynamic lights. Radiosity is the overall lighting used in most maps to determine what areas are lit up, where the shadows should go, and how the shading on a map should look. But of course, we already know this.
By taking advantage of the Halo Engine, you can push towards much better lighting effects.
http://i6.tinypic.com/5yummap.jpg
The cave hole on top, it emits a similar look to the modern Bloom effect used in games. I did this by adding scenery lens flares to that area. When they stick together, they enlarge.
Creating Scenery Lens Flares:
http://i12.tinypic.com/5ylytlu.jpg
This is a Lens Flare tag. To create something similar, just open up an existing one, and modify it. To enlarge the Lens Flare, increase the radius size, and along with it the brightness (or keep it dim to combine more). This specific one is incredibly small, about the size of the Plasma Pistol charge.
A large Lens Flare has about the radius of 2, and brightness of 0.4.
Save this, in a folder. Call it Bloom. Now, create a .light tag. Add the lens flare to it, and save it as Bloom.light in the same folder.
http://i4.tinypic.com/6gvp950.jpg
Now, for the second part.
I'm not going to go into detail, but it requires that you have SOME knowledge of the HEK, and know how to create shaders/use 3ds Max (or Gmax).
Create an invisible scenery, with one marker, in the center, no collision model. Compile it. Create the .scenery file. Attach your lens flare .light tag to the marker in the model.
Place it in-game. ONLY put it on spots that should theoretically emit light, or be hit by light. For example:
http://img442.imageshack.us/img442/1729/paradisezg9.jpg
Look at the water.
To use radiosity to it's maximum potential, ALWAYS do a final quality 1 render, wtih most of the shaders on a high detail level. It will make the map look so much better.
-More coming soon.
Here's Part 2!
Design
I take it many don't really care about the design of lighting in a map. But it really does bring out all the detail and glory :P
http://i17.tinypic.com/4trpoaw.jpg
http://i15.tinypic.com/4z9o5cx.jpg
Pay attention to the detail on all the textures. Notice how they correspond with the light.
My Light-source in that screenshot is a combination of many things.
A shader with a white texture that emits light at a certain power (radiosity).
All the shaders in the level set to high.
Custom-designed lens flare scenery placed around that light (and on it).
The dynamic mirror (not really needed, but hey it looks nice).
A gel-texture emitting dynamic light source.The gel-texture is basically the player flashlight bitmap. I created a custom scenery (invisible geometry), with a marker that has that light source attached.
In Sapien, you cannot see the gel-light emitting from it. So, you have to improvise. The green axis arrow points in the direction the gel-light will emit.
After placing in certain locations, a level can emit bump-maps and higher levels of detail without much FPS loss.
http://i11.tinypic.com/61tdx11.jpg
http://i19.tinypic.com/4u3gdgx.jpg
Shadows!
With the combination of everything above, (or just a single light source), Halo should produce a shadow for your player if you are close by (or a vehicle, or other players). Above in that screenshot, the shadow fades off, pointing away from the light source, realistically.
Now, obviously, I can't do anything to really change that. It does look REALLY good though. The closer I get to the light source, the smaller and closer the shadow becomes.
http://i16.tinypic.com/4umunhu.jpg
Bloom! Er...light emitting off objects!
With properly placed lens flares, a good dynamic light (gel-texture emitting for a more realistic effect), and all that yadda-yadda garbage, a player should look INCREDIBLY nice under that light. Anything should. This MC here looks like he's reflecting light off his armor in a strange pose.
Yea more coming soon!
And people say Halo 1 looks bad. Sheesh. Just be an artist, and mess around. Pay attention to the colour of everything!