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Message: [quote author=Kolya link=msg=22661 date=1292711015] [color=#FFCC00][html]<a name="lighting">Shocked Lighting</a>[/html][/color] - JediK [b]1. Different Types of Lights: Brush Lights[/b] The first kind of light we'll learn about is what I call the "Light Brush". Looking at this image you can see the lower console of DromED. The part we're going to focus on for now is circled in green. This area deals with what kind of a brush you're using. The one we're going to use is Light. Now, assuming you just started up DromEd, the first thing you want to do is create your player start marker somewhere in the room. In the text console at the bottom right of DromEd type "light_bright" without quotes and press enter. Then type "lit_obj_toggle" and press enter. Right click in the 3d view and press "Solid and Selection". At the top of DromEd, click Portalize, under Tools. You should now see the pink, blue, and white texture called jorge on the walls of your room. Now click light on the lower console. Draw the light where you want it to be. A yellow cross should show up like so. Now comes the fun part. You'll notice that next to where you clicked "light", the console has changed. It now has this: Now, the Type switches between Omni and Spotlight. For now, we'll use Omni. Under that, you can see "Bright". This is how bright you want your light to be, with 0 being no light. Most lights don't go above 250. The default for the "Light Brush" is 127. Now, under that you can see Hue and Saturation. Hue and Saturation set your lights colors. We'll come back to those later. So now, portalize your level again and save. Call it.....Lighting1.mis or something. Then press ALT and G to go in-game. What happened? It didn't work. The entire place was bright as hell. Know why? We left "light_bright" and "lit_obj_toggle" on. So, reload your level and in the text console type the codes to shut them off. Then portalize, save, and go in again. So now, it should have worked. You should see a difference. Like between these two images. The top one is with 127 lighting. The bottom is with "light_bright". So why use these lights? Well, they're good for if you have a lit panel or want to emit light from somewhere but don't want a visible source. Thought you see the cross in DromEd, you see nothing in-game except the light itself. Congradulations, you passed Chapter 1. \o/ [b]2. Different Types of Lights: Object Lights[/b] Go into Editors -> Object Heirarchy -> Physical -> Lights. The list here is all the different lights you can use. The light we're going to start with is the Flourescant Light (-488). Before you place it, we'll take a quick look at how it works. Click Flourescant Light and click Edit. You should see this. Now, see where it says Renderer and then Light? Click Light and click Edit. This allows you to change the light brightness, radius, and how far it is from the object. Click Cancel. Keeping the light open, click ADD -> Renderer -> LightColor. A box should pop up with good ol' hue and saturation again. Click Cancel. Close the lights properties until your back at the main list of lights. Make sure Flourescant is selected and press Create. Put the light wherever you want. It should show up as a yellowed rectangle. You'll probably want to delete the old light. Place it, portalize, make sure light_bright is off, save, and test. You should see the light completely lit up, in all it's glory. Mess around using different lights, and when you're ready, go on to coloring. [b]3. Coloring[/b] Ah,?here we are. Coloring. Population 12. Hopefully you remember where Hue and Saturation are. Pick whatever kind of light you want, be it an object or a brush or whatever. You name it. Go into the hue and saturation part and mess around. When you're ready to see your creation, poralize, save, and go test. Did it work? If it did, good job. Curious as to what hue and sat do what? There used to be an excellent page on it at The Editors Guild, but it's all gone now. So what do we do? We experiment! Now, I left the saturation at .5 for all of these, but that doesn't mean you have to. I'll simply notate the color and hue used to get it. Not all are exact, mess around to get what you want. Main Colors Red - 1 Purple - .8 Blue - .7 Orange - .1 Yellow - .2 Green - .3 So what are the rest? .9 is pink .4 is a light green .5 is a light blue .6 is also a light blue Some lights come pre-colored. For example, if you go into the Object Heirarchy under Lights and look at the Engineering Wedge Light, you'll see that it has a light color to it already. Be sure to look deeply into this. Lighting is the most important part of a level. [b]4. Blinking Lights[/b] So you've made it this far have you? Very well, but trust me, it doesn't get any harder than it has been =) First things first, blinking lights require an object. We're going to use the Engineering Wedge Light. Find it in the Heirarchy in Physical -> Lights. We first want to click Edit on the light, bringing up it's properties. Add renderer -> Animlight. Leave the mode as it. Miliseconds to brighten/dim is how quickly you want it to blink on and blink off. The Max brightness is how bright you want it to be when lit. Make some stuff up. Min brightness should be 0, or else this won't work. The rest of the things you can leave default. Click okay. Create the light in your room. Poralize, Save, Test, yada yada. Did it work? No it didn't did it? Even when it was "off" light came out. Why? Well, that's because the object still emits light. Re-load your level. Click the object and click Properties at the bottom. See where it says "light" and has it set to 256? Delete that. Now close that, portalize, save, test. When you go in-game it should turn on and off as quickly as you set it to... Well, I think that's it. If you have any questions, please don't hesitate to email me Mike "JediK" Pelletier 7/30/02 [/quote]
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