| Quake
II Evolved Per Pixel Lighting Tutorial
Basics
Of Lighting The Game World (Things To Remember)
For
this tutorial you will need the following:
>> A
full copy of Quake 2, complete with the latest official
patch
>>
Quake
II Evolved version 0.65 Beta
>>
A popular level editor compatible
with Quake 2 (GTK Radiant 1.3 etc)
Ok then, lets
begin with a little information shall we?
Lets
Go Back To Basics!
Remeber that when
you are using a realistic lighting engine, you want
your world to look, well, realistic. Here are a few
pointers to help you go about lighting your world:
Invisible
Light?!
A major problem
with most (all) lightmapped engines is that light
comes from nowhere most of the time. You will be running
along this amazingly well done textured hallway, shooting
alien scumbags with your high poly assault rifle,
blood spurting over the walls, laughing as you go,
but... Stop. Just for a second. Take a look at that
hallway. Where exactly is the light coming from? The
answer is usually "Everywhere". The whole
hallway will be lit up, every area will be bright
and vivid, and the only light source in the room is
a small light on the ceiling. Not good.
Try to remember
when your adding lights to your level that lights
dont just appear out of thin air. A basic rule of
thumb is to place a point light next to every single
visible light source in your level, be in the glow
from a computer panel, the sky, or the light on the
ceiling. Anything that lights up, slap a light source
next to it. Give it a custom shader if its blinking
on the wall (amazing stuff, you can make the light
blink EXACTLY the same as the texture does, woo!).
Once you have done this, you should have a nice basic
lighting theme, however you may find that it can still
be quite dark. This is a problem with Quake 2, as
the levels are in most cases huge, with hardly any
visible light sources. Its not that a little clever
use of ambient lighting should come into play. Ambient
lighting doesn't change shadows or normals, but it
does light up the world still with little to no performance
hit. So, use it in combination with your pointlights
for some nice lighting with hardly any performance
hit.
And
Then There Was... Light?
So your lighting
your level perfectly, all is going great, but then...
You get to an area that has NO visible light source...
Inside, too... What the hell are you going to do now?
Simple. Create a visible light source :D
Sounds daft, I
know, but think about this. You have map models that
can be added to Quake 2's stock maps easily. All you
need to do is add a small rectangle light here and
there in the style of Quake 2, and your done, you
have a new visible light source to play with, that
you can place anywhere. Woo! Now usually clipping
would be an issue but these lights are so small they
don't really need any clipping.
So remember, just
because Quake 2's stock maps don't have visible light
sources everywhere, it doesn't mean that they CANT
have visible light sources everywhere ;)
Performance
An Issue? Grab A Tissue
Your level running
a bit sluggish? Optimize! You want your maps looking
bright but still running fast, I know. Here is a simple
yet effective tip. Think of your light radius as a
"square". Now, everything inside that square
will be lit up to some degree, depending on the proximity
to the origin of the light. What you should do, is
slightly cross one lights radius into another. This
reduces the visible black line between the two lights
and keeps the area bright. Why dont you go more than
just a tad, I hear you ask? Well, simple really, When
two lights cross paths, it really impacts performance.
The more volume intersecting, the more performance
bound that light becomes and your FPS will lower.
So, only use a little bit, and you can still get a
nice effect, but with less FPS loss.
Boring
Dull Level? Change it!
Most of the time
you will find that although you have nice shadows,
you will get some pretty boring looking areas. So,
change them. Remember you have full control over the
lights appearances, so change the colour, or change
the effect, anything. Shaders are there for a reason,
use them!
That about wraps
up the basics. If you have any questions please post
them in our forums.
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