What's Good Lighting in Source?

  Рет қаралды 13,857

Radiation Hazard

Radiation Hazard

Күн бұрын

Пікірлер: 103
@V-95K
@V-95K Жыл бұрын
As an lighting and 3D environment artist, I will give you an advice, you should never worry about lighting and how it looks if you haven’t textured your environment yet. It should be there just for navigation, when your level is in blockout phase.
@bouribou4073
@bouribou4073 Жыл бұрын
few tips: constant and linear values in lights are your friend, i'm not sure how to exactly explain what they do, constant is the one i use the most and it basically makes the light spread out more. I recommend playing around with them to see what they do. The best way to do manmade lights in general is to use a mix of bright spotlights and dim omnidirectional lights, to simulate more bounce lighting. I also really rarely use pure white light, while it makes sense realism wise, as most lights don't have wild colors, it looks pretty boring most of the time in my opinion, you can really play around with the colours to get emotions and moods across effectively, orange is more calm/warm, blue is clinical/cold and green and yellow are more sickly. For outdoors the biggest thing, that i can't state enough, is the ambient lighting value, it starts extremely dim by default, which is really unrealistic and bland looking. Usually irl you get the bright sky creating all kinds of interesting lighting. If you have a bright day scene i recommend making it blueish and about as strong as the direct lighting, if you have an overcast scene, you could even use bright ambient lighting exclusively(this also applies to night scenes, don't use any direct lighting unless you want moonlight). This is the single most important thing i learned regarding outdoor lighting, it really makes a huge difference. another thing is you can change hdr values using a tonemap_scale entity, default hdr and bloom values kind of suck so it's really important to do.
@NoVIcE_Source
@NoVIcE_Source Жыл бұрын
really good tips lol
@sharp14x
@sharp14x Жыл бұрын
Yea, this video is missing tinkering with light falloff values.
@DrHammerr
@DrHammerr Жыл бұрын
Fantastic advice. Using a lot of low-value linear-only lights is a good way to brighten an area while still making it feel dark. You can also mix different colored lights to get some neat gradients, but you gotta make sure they're not named/dynamic or else hammer gets mad.
@mistermoo7602
@mistermoo7602 Жыл бұрын
Ah, brings me back to making scary gmod maps. You did a great job showing the progression of your lighting philosophy, and the room really looks like a layout you'd find in HL2.
@denifnaf5874
@denifnaf5874 Жыл бұрын
Do a video on hammer water next
@CoolWallpapers4You
@CoolWallpapers4You Жыл бұрын
Yeah that will be good
@the_only_ag1
@the_only_ag1 Жыл бұрын
Yes, good idea.
@MillywiggZ
@MillywiggZ Жыл бұрын
How much are you paying? Hahaa!
@the_only_ag1
@the_only_ag1 Жыл бұрын
Those are some good tips for people starting on hammer, its really cool to see hammer stuff coming from you, also a technique I use when making maps is to put a light_spot just below the prop fo the lamp and a dim light below it in the center of the hallway or area it is in, this way it makes like the light is actually reflecting on the surfeces around the area.
@Burning_Pit
@Burning_Pit Жыл бұрын
Just in case you don't want to recompile every time you change light settings, you can use Hammer++ to preview the light
@uoooh
@uoooh Жыл бұрын
A useful thing to keep in mind with applying lighting is using it as a tool to direct the eye. You can give the player a good idea of where they need to traverse by illuminating the path they need to travel along rather than just the points of interest. The lighting can also be used to hide less detailed or less important parts of the map, be it by cloaking it in darkness entirely or by using more dull lighting to keep it from popping out. Using it as a tool for ease of traversal makes for a much more accessible experience in general.
@Redbr34
@Redbr34 Жыл бұрын
I like sometimes using a single spotlight to light an entire area, so it has these long shadows. Also there is color theory, valve's developer website explains more about it.
@kajlokylo7640
@kajlokylo7640 Жыл бұрын
In my experience, if you want the lighting to be atmospheric it's important that lighting have specific coloring that sets moods and the shadows it can cast, take a look at Nova Prospekt for example, a lot of spots has bright and blue lighting from combine lamps that casts many shadows, variety in colors can also add a lot. Also using some other entities can add a lot too, like env_sprite you can make the lamps look like they glow or make something that resembles a bit of volumetric lighting, func_smokevolume giving you a smoke particle or use a standard fog controller giving you a fog on the entire level. If the maps have artpass and you use all of that lighting properly you can make maps look very atmospheric.
@friendofp.24
@friendofp.24 Жыл бұрын
In my experience making a moody dark scene look good is always easier than making a daylight scene look good.
@contaminatedsound
@contaminatedsound Жыл бұрын
Good video. The only thing that I'd recommend would be to put your light entities a bit further away from the ceiling, this is quite a common mistake that I was doing myself until I noticed it. Basically, if you put your light entity too close to a surface, it's going to look unnatural and way too bright. A lot of people are going to put the light inside the lamp prop's bulb itself which is not a good idea because that's not how lights in source work. The result will be that during the radiosity calculations the lights are going to rebounce on the ceiling so many times, that a big area near the entity will be a solid color. The best place to put the entity in most cases will be between the player and ceiling.
@rocko8544
@rocko8544 Жыл бұрын
You should upload more mapping videos, I’ve always been interested in it so it would be cool to learn more about it
@matijajovic8125
@matijajovic8125 Жыл бұрын
We like it only dark and gritty here!
@RD-170
@RD-170 Жыл бұрын
Slowly becoming 4kliksphilip with each hammer video
@SirYodaJedi
@SirYodaJedi Жыл бұрын
Not lighting-related, but I recommend using ladder textures for the placeholder brush ladders instead of the same textures as the ground; HL2 has one that has an orange one with transparency built-in.
@teaboy301
@teaboy301 Жыл бұрын
I know I missed this video (sorry). But in my opinion, the hallway needed two moderately bright lights. The big room with lab equipment probably only needed 3 dim lights. I think its more about the shape and size of the room, and where the lights are placed. I can't wait to get back into mapping though
@lambdamodsdev8647
@lambdamodsdev8647 Жыл бұрын
Great Video. I want to see more videos like This. Lighting is something that can make or break your level or environment and something I am really big about myself
@XradicalD
@XradicalD Жыл бұрын
I hate when maps are just a pitch black maze rather than a carefully crafted experience, a proper light placement can be more scary than just darkness. Part of the lighting effect is to make the place look like a real place, not just some "videogame" room. I was making a remake of the Afraid of monsters campaign in Left 4 Dead 2, and getting the light right is among the most crucial part of the ambiance. A nicely detailed map will fall short of the light doesn't do it's part, it's honestly a detail on its own.
@The-NewG
@The-NewG Жыл бұрын
Keep those tutorials going man, it’s always good to get some nice tutorials on source mapping ! Oh and great video as always !
@ethanbear360
@ethanbear360 Жыл бұрын
It's not really a tutorial, more just experimentation and suggestions
@arsenii_yavorskyi
@arsenii_yavorskyi Жыл бұрын
you shouldn't try to set up lighting with just placeholder textures. due to radiosity, textures play a major role in how light affects the scene.
@viannizvnv7222
@viannizvnv7222 Жыл бұрын
i'm really enjoying these new "source engine experiment" type videos, i hope you continue them
@GermanPeter
@GermanPeter Жыл бұрын
Why would someone yell at you for saying pitch black darkness isn't gameplay? That's completely correct. At best you're hiding all the intricate level details you made (on purpose or not), and at worst it's boring and annoying to have to stumble your way through an area where you can't even see anything. It's every single lame indie horror game from the early 2010s out there. Also, big tip: please try to avoid using strobe lights. I don't have epilepsy myself, but even for me it's VERY straining on the eyes. I even try to avoid flickering lights in my own Doom WADs for that reason. Oh, and don't forget that the textures WILL make lights look different (with bright ones making areas around them brighter too). If something looks perfect now, still try it out with textures that are closer to what the final map should use, and you'll see a large difference.
@RadiationHazardYT
@RadiationHazardYT Жыл бұрын
Thanks Peter! Yeah next time I'll use textures and try not to do the strobe effect. After recording I felt it myself that it's tense on the eyes.
@boomdonuts9996
@boomdonuts9996 Жыл бұрын
Thanks for the short tutorial. If I ever decide to make some random stuff in Hammer Editor I’ll remember to refer back to this video.
@DrHammerr
@DrHammerr Жыл бұрын
Me: "Ha! I see the problem here, they should just-" *Reads comment* "Oh, someone already mentioned that. Well, I bet they didn't mention-" *Reads another comment* "Darn." The people here are too good, and too fast for me. All the good advice has already been given. Except, and I am sure this will be mentioned before I even finish writing, but I would recommend experimenting with the blocklight and lights/white textures. The former stops light, but it has a lot of quirks that need to be worked around, and the white textures act as their own light sources. I enjoy putting them in recessed skylights and behind glass. They were used to great effect in the first portal game, if I recall.
@RadiationHazardYT
@RadiationHazardYT Жыл бұрын
Yeah people shared some really nice feedback. Thanks for yours too! I'll implement them in future Hammer experiments.
@le.glaconus
@le.glaconus Жыл бұрын
Maybe you could experiment about env_projectedtexture or skybox lighting. Also tweaking the light color and brightness could be interesting.
@nazbol1141
@nazbol1141 Жыл бұрын
Really appreciate videos like this, im working on the lighting for the Coastal maps now, have a video that you should really check out where i have fused the 2 first coastal maps together and now have it in a playable state, these two fused maps will be used for PVP in my mod when i update it later today, eitherway hope to see more videos like this one!
@JukoYT
@JukoYT Жыл бұрын
Than you texture it and it just shits a brick and looks too dark 😞
@korbi3449
@korbi3449 Жыл бұрын
I myself have always been interested in the lights from Beginners Guide which are basically spotlights coming out from behind a wall or from a hole in it, that sorta stuff, hard to describe with words lmao
@evelynlamoy8483
@evelynlamoy8483 Жыл бұрын
A lot of "rules" of classic art can be applied to lighting in level design. A lot of landscape paintings are set on partially cloudy days, and use interspersing areas of light and dark to create depth and direct the eye. A hill in light, a larger hill behind it in shadow, a rolling feild with more light farther in the distance. It segments the space while creating a sense of depth. So for a mapping (I mostly observed this from Bethesda game modders) it can help to place lights in key areas, where they contextually make sence, and where they add depth to the scene. Rather than pitch black. A light working here or there. Monitors flickering lighting a room. A flare. but all at areas that should be focused on. key things, be it the way foreward ot things in the environment the player should be looking for. Delapedated room with virtually no light, and a health/shield station? cool slap a safety light above them and make it the focus. Having seen what hammer looks like, I understand why its so hard to get right. Hammer++ seems to help a lot from that one guide.
@CatsT.M
@CatsT.M Жыл бұрын
'twas a mildly interesting video. You should definitely post the one on combat.
@CatsT.M
@CatsT.M Жыл бұрын
Never mind, you did 6 minutes ago.
@Sigmachode905
@Sigmachode905 Жыл бұрын
Good light depends on the 3 main things, the atmosphere the game/mod is trying to set, the art style, and the environment in the level. In half life's case dim, subtle, sparce lights fit the atmosphere, environment, and art style perfectly.
@real2rek
@real2rek Жыл бұрын
Well you gotta start somewhere :D From what I have for you back when I was working with source engine: 1. Equally important to the light entities itself are the sources from where the light is coming from. Lamp needs to have proper bulb brightness to work with the light entity, etc. If you want to show realistic lighting you also need realistic/believable light source (ex. sprite) 2. Use skybox texture and light_environment Using 3d skybox texture and placing it like fake windows, ceiling shafts can give you great place to start working with lighting. Since some baseline work is already done by the skybox light you can then work on perfecting specific light features. 3. point light gives you effects fast but at cost of no control You have to be careful when using point light. It's easy to overuse it and have light bouncing around your weapon like crazy. Since you can't point it (funny huh) in wanted direction it should always be your last option. However they are ok when used in large numbers with low values. For example 3 dimensional grid of grouped point lights can help you artificially light up large environments. Or as a additional source of light when creating lamp. You can then create lamp model, adjust bulb material (or sprite color), create low power light entity, and high power spot light with high angle. 4. Wall textures bounce light Yup, you can light up a room using one light directed at a wall. If the texture of the wall is bright enough light will bounce from it also lighting nearby stuff. It works the other way around as well. Powerful light can be countered by using dark texture. I'm waiting for more and have fun :)
@iancampbell3960
@iancampbell3960 Жыл бұрын
I like these kinds of videos so keep this up
@a_dogg5277
@a_dogg5277 Жыл бұрын
combat would me intersting but, for lighting, remeber that you have to keep in mind not only lighting but also the textures and geometry adn then for lighting hamemr can do so much more, you have to look into more in deep cuz you also have like per polygon lighting that makes lighting on models look amazing and such
@eddyheaddrascal1858
@eddyheaddrascal1858 Жыл бұрын
My takeaway is that it's best to have natural a believable lightsources, like computer screens. They seem to add a lot of ambient light while not feeling forced.
@tecmaxxd
@tecmaxxd Жыл бұрын
I LOVE HAMMER, I LOVE VIDEOS ABOUT MAPPING!!!!
@quiltmin
@quiltmin Жыл бұрын
I would love to see a series of you making a tutioral on how to make maps (especially for gmod) in hammer since i didnt understand a lot from the tutiorals out there and i really want to make a map and publish it on gmod
@FreemanMhm
@FreemanMhm Жыл бұрын
On the topic of combat, I really like the combat of playing Nova Prospect with just the crossbow. Its really fun dashing between corridors and shooting projectiles.
@EldurLeikir
@EldurLeikir Жыл бұрын
Im a sdk user and i just put lights evrey were and this helped thanks
@RegenerationOfficial
@RegenerationOfficial Жыл бұрын
at least you admit to it: I mainly use fog and god rays, otherwise I just use norms like DIN EN 12464-1, DIN EN 17037.
@matynosburitos
@matynosburitos Жыл бұрын
I enjoy your hammer content Rad!
@Fleerix
@Fleerix Жыл бұрын
I honestly think that one light per room is good for the left room, as its some sciency research facility thing. Second room is the best with those red lights as it looks like some kind of control centre for a spaceship/submarine
@tones3dferret
@tones3dferret Жыл бұрын
Try playing around with lights hidden in inset brushes textured to tools/reflectivity_90! You can make some absurdly good lighting that way
@RadiationHazardYT
@RadiationHazardYT Жыл бұрын
Will try it out! Thanks!
@trafficlight5445
@trafficlight5445 Жыл бұрын
nice
@epicbacongaming2k117
@epicbacongaming2k117 Жыл бұрын
Fullbright maps with the orange and gray blockout textures hits different. Coming from a CS:S gun game dork
@randompersonontheinterwebs
@randompersonontheinterwebs Жыл бұрын
i love the hammer editor, im still learning
@Kunen
@Kunen Жыл бұрын
The final effect is the best of the whole film but it's still very average, I know from experience that light entyt alone doesn't give such a good effect, I recommend adding env_sprite and light_spot to it, it's also worth remembering about the right choice of values if you want the light to be strong, you can also use point_spotlight for a better effect but personally I don't recommend it.
@dkxtro2562
@dkxtro2562 Жыл бұрын
Kinda lots of things left unsaid. Especially when it comes to light color and shadows
@theman321
@theman321 Жыл бұрын
This is very interdasting
@monahikosliekos
@monahikosliekos Жыл бұрын
You should also try experimenting with dynamic lighting sometime, like an env_projectedtexture
@RegenerationOfficial
@RegenerationOfficial Жыл бұрын
Would you do a basic tutorial for the hammer or plusplus editor?
@RadiationHazardYT
@RadiationHazardYT Жыл бұрын
Yes but after I get a little better at it myself. I'm just starting out.
@A_Combine_Elite
@A_Combine_Elite Жыл бұрын
Thx bro this was helpfull; can you make a video on hammer on how to place a npc,props,spawners and a easymap just to know cuz i suck ass at hammer
@A_Combine_Elite
@A_Combine_Elite Жыл бұрын
Also last thing, can you show us (when you want) how to upload a garry's mod map and making it pubblic?
@lambdrey
@lambdrey Жыл бұрын
In 4 days, my support will be over, due to me being broke. It was good to be your supporter...
@plazmamassbroz9413
@plazmamassbroz9413 Жыл бұрын
maybe in the future u can make tutorial on how to actually create an entire mod with its own campaign maps and how u can make it run as a mod for half life 2
@itdobelikedattho8112
@itdobelikedattho8112 Жыл бұрын
You should have done this with textures, bro
@officialMXX
@officialMXX Жыл бұрын
source is beautiful
@Slomi_DMC
@Slomi_DMC Жыл бұрын
I want to see a full tutorial series of how to use hammer with your voice and editing
@mirror_mania
@mirror_mania Жыл бұрын
I think one of the big challenges is making lighting that isn't super bright in one spot with complete darkness everywhere else
@ee47
@ee47 Жыл бұрын
This is really cool
@thenotwaluigi
@thenotwaluigi Жыл бұрын
I think your issue with the lighting on this map is that you haven’t textured it which can effect how the lighting is rendered on different surfaces and another thing to do with textures is having cube maps in your level as this can also change how certain textures look in someway and how everything blends into the environment
@squarecranium4592
@squarecranium4592 Жыл бұрын
I'll definitely watch the combat one if you upload it.
@cherrikola999
@cherrikola999 Жыл бұрын
Any little hammer tips for making gmod maps?
@RadiationHazardYT
@RadiationHazardYT Жыл бұрын
Honestly, I'm very much a beginner right now. Sure I can look at games/maps and review them as player, but designing them from scratch is totally new to me.
@cherrikola999
@cherrikola999 Жыл бұрын
@@RadiationHazardYT yeah i was thinking about trying to make a hl2 coast-themed gmod map.
@migongaming
@migongaming Жыл бұрын
Time to hammer my brain (what brain)
@ElmeriThePig
@ElmeriThePig Жыл бұрын
I think textures make a huge difference too. In my opinion, testing out different lighting styles in a dev texture map doesn't really work.
@RadiationHazardYT
@RadiationHazardYT Жыл бұрын
Yeah that's something I didn't really think about when making and recording this video. I'll texture the map before doing another video regarding visuals.
@NoVIcE_Source
@NoVIcE_Source Жыл бұрын
radhaz tutorials ?? would be dope
@corbanbutler950
@corbanbutler950 Жыл бұрын
Do more source maps!
@Real_Gordon_Freeman
@Real_Gordon_Freeman Жыл бұрын
Wassup! Radhaz
@thehazardousmemer1746
@thehazardousmemer1746 Жыл бұрын
Bro look at all those members lol, I remember when you had like 5
@darksars3622
@darksars3622 Жыл бұрын
HEY GUYS did you know that twitters dead
@rejzator
@rejzator Жыл бұрын
do it
@FatherMcKenzie66
@FatherMcKenzie66 Жыл бұрын
Man I would love if you created a full tutorial of basic things you need to know to create a map, like, in which folder you can get the asset and how to place them, where you can choose the textures and others things you most likely know better than me. The only map I created was a grass field, and every file of that map even got corrupted. man you gotta help me!
@FatherMcKenzie66
@FatherMcKenzie66 Жыл бұрын
@@zombine7103I dunno man, every tutorial i found was too outdated or made by kids with shitty mics and video quality. I found only one video that was very well made but the account that uploaded it got banned
@FatherMcKenzie66
@FatherMcKenzie66 Жыл бұрын
@@zombine7103 show me the way, brother
@JukoYT
@JukoYT Жыл бұрын
​@@FatherMcKenzie663kliksphilip or 2kliksphilip has good tutorials, also tgere realy cant be outdated tutorials with hammer, stuff from 2007 still applies today
@4zmb4
@4zmb4 Жыл бұрын
Powered by Hammer Editor.
@lordcola-3324
@lordcola-3324 Жыл бұрын
I really like the idea of the video, but I feel it lacks a bit of a conclusion.
@Schmoaty
@Schmoaty Жыл бұрын
MORE MAP PLEASE
@ClassicFalloutToddHoward
@ClassicFalloutToddHoward Жыл бұрын
Do a hammer video about Left 4 Dead 2, somehow if you placed 2 different water textures it's bugged, both of those textures appeared invisible in-game
@rocko8544
@rocko8544 Жыл бұрын
I love your videos
@raidenstern6617
@raidenstern6617 Жыл бұрын
Well if its not good enough or you why not just put the entire sun in there? jk love you.
@aresnir2725
@aresnir2725 Жыл бұрын
I think there should not be lights without physical light sources (I mean light bulbs, light panels and so on). It would look more realistic and logical.
@nfwrambo
@nfwrambo Жыл бұрын
You didn’t even edit a hammer!
@Btomaek
@Btomaek Жыл бұрын
Too many lights fit a specific theme
@justletmelistthese
@justletmelistthese Жыл бұрын
don't test lights with dev textures
@JohnBaud
@JohnBaud Жыл бұрын
This editor sucks, I prefer the WRENCH editor!
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