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FPSC Classic Product Chat / Creator of Zombies: Lighting Tutorial

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creator of zombies
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 5th Sep 2007 22:46
Following the release of my recent demo,I was asked by a user to create a lightmapping tutorial that explains how to lightmap your level effectively to achive a professional look.
This tutorial shall be written in chapters,and updated over time. I shall write the first set of tips tonight,then update it over the following days.
So lets fire up FPSC,the class is about to begin. (Face the front you!!!)

Chapter 1:Using Hex Codes
To put briefly,a Hex code is a sequence of numbers (usualy 6) that FPSC uses to determine the colour of light emitted. By using Hex codes,you can create many different shades of light,thus making for a much more interesting atmosphere. You can also change the colour of the light manualy by using the colour picker. To do this, right click on the light marker > click on the box light colour >then click on the grey box. You are then presented with a selection of preset colours. You can apply your own by clicking other.
Once you have found a colour that you like,copy the 6 digit hex code out of the light colour box,and save it in a text file named my hex codes.txt for example. It helps in you write a brief description by the code so you will remember what colout it emits. Here are a list of my favourite codes. Feel free to use this is you want.

07529e = Dark orange
00002a = very dark red
0042ff= very dark orange
0b668d= Dark yellow
373737= dark white lighing (good in hallways!!!)
575757= More dark white lighting
3f3f3f= Dark lighting
0890df=Sun/Sunset (very good,expecialy if mixed with red/dark red)
222222= moody white lighting
7d7d7d = white lighting 2


Using different light colours can improve the overall look of your game,and seperate your game from the others. Thats all for this chapter,time to move on to chapter lighting Placement

Chapter 2: Lighting Placement
So..youv'e got awsome coloured lighting,but that means nothing if you can't place your lights effectively. This is the most crucial part in lightmapping,so listen up
First up,im going to assume your making a horror game (but these tips can be applyied to other games). I reccoment setting your overall ambience to 10. That includes ambience red,green etc,but set ambience blue to 5. The lighting setting can be found under the Global Script tab. Now the overall ambience is set,it's time to do some light placing. ( a shot is attached at the end of this post to show a editor shot on how to do this).
The most important thing to remember when lighting is that,anything outside the light range circle will be shrowded in shadow,and won't be visible by the player. For this example I am using lights,all with a range of 100,and a hex code of b7b7b7,apart from the middle wall orange light which has a hex code of 0890df. I also used illuminationmaps of the light sources to create a more realistic feel,but I shall cover this in another chapter. Then add some entities near to the light source (depending if you want it to bee seen). The closer the object,the brighter it shall appear. I shall also cover this in the chapter Static vs Dynamic. After you have done all this build you game,and have a look at the results. Attached is a editor shot showing the light marker placement.



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creator of zombies
18
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 5th Sep 2007 22:54
And here is a shot showing the final result. Your results may vary slightly to this shot. In the next chapter Light sources,I shall explain how to improve the results of the shot,and explain how to use light placements effectively. the next chapter shall be added in a few days. I hope you all find usefull so far.

Class dismissed for now

Creator of zombies



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ASTECH
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Posted: 5th Sep 2007 23:04
Cool, BUT I like using the dark upper room feel. I usually double layer my rooms so you cant see the light reflecting off the ceiling. Nice tut though! And I like the 1-5 ambience level myself personaly. I can take the little light I give you and make things that I want to stand out do so and stumbling around in the dark and finding something beside you never hurt anyone...


Play the pre-demo of 508, only at the Level Compo...
vorconan
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Location: Wales
Posted: 5th Sep 2007 23:05
Nice tutorial, should come in handy. This might also prevent newbies showing poorly lighted levels, so overall brilliant so far.

Quote: "Dark lighting"


Lol, never mind, it still made sense.

Quote: "Location: UK, Wales"


Cool



TGPEG
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Location: Bristol, United Kingdom
Posted: 5th Sep 2007 23:07 Edited at: 5th Sep 2007 23:09
I used to live in Wales! Before I moved to Birmingham to go into business. I used to live in Prestatyn

EDIT: Oh, yes the topic! Very good...


No, seriously it's good. I like the way that your lights come from somewhere, not just out of nowhere.

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phil17
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Posted: 5th Sep 2007 23:07
Excellent, really need this
Looking forward to seeing more.

creator of zombies
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Posted: 5th Sep 2007 23:14
Cool,im glad you guys like it. I hope it eventualy gets stickeyed.

vorconan: Awsome. I live in west wales
Quote: "used to live in Wales! Before I moved to Birmingham to go into business. I used to live in Prestatyn"

Awsome,i know that place!!!



ASTECH
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Posted: 5th Sep 2007 23:18
Quote: "I hope it eventualy gets stickeyed."


It would have to be AMAZING for that.


Play the pre-demo of 508, only at the Level Compo...
Pols Voice
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Posted: 6th Sep 2007 02:22 Edited at: 6th Sep 2007 02:36
This is a pretty good tutorial. It's neat to know what hex codes you're using in your games, as each person sort of has their own variety, or style

I'm just wondering, though: What FPSC version are you running? I have the latest 1.06 release, but you have to enter hex codes in backwards for the color to show up properly, and even then it doesn't always work.

And yeah, I know I have the same avatar as you do, I've been trying to change it to the one that can be found through the link in my signature...

Also, why do you have less blue in the ambience settings? What does it add to the atmosphere?

See my deviantART... http://www.syntheticprosthetic.deviantart.com/

Reality Forgotten
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Posted: 6th Sep 2007 03:06 Edited at: 6th Sep 2007 03:14
I suppose I should get involved in to this discussion, Lighting is one of my best attributes to my personal game designing.

A few things to keep in mind when dealing with lights and light layout are;

1. Types of static entities
2. look of room w/o lighting
3. pace of game
4. sound (music) that you are using
5. the emotion you want to envoke in the player

Let's have a closer look shall we?

Q. Types of static entities
a. Are the objects matched in theme
b. do they play an integeral part of the room
c. what is the over all function of these entities

A. If your entities are simply placed as filler then you should not worry about specific lighting. a general light scheme will suffice. Look around your room, school, workplace and town. Ask yourself how many different color lights do you see. for the most part the light scheme should be uniformed. if you walk in to a room that has 2 or more different color lights as main light sources than you have wondered in to a club, feel free to have a pint or twelve and then continue your search for actual light schemes. Most lights are of a naked nature, very seldom will you run across a room that has a "insert odd light color" as a main light source. Keep it simple. When was the last time you walked in to a warehouse and had to adjust your eyes to the mulitple light colors? probably never as you have walked in to a club and not a warehouse, feel free to complete the steps mentioned above and continue your search.

Your entities should be placed based on importance and lights added to reflect. These can be soft accented sources or blistering bright sources. If I'm walking in to a warehouse setting and enter a room that has a minimal "off white" light source that is providing a soft glow and only showing small corners or vague outlines I am going to be more afraid or nurvious than if I walked in to a multi colored carnival style room. What the player can not see is what keeps him on edge.

Are you rentities placed to provide assistance or are they placed to hinder the player. Try not to draw attention to anything that is not important. If you have the player stairing at the cieling like a lost turkey than it doesn't matter how well you designed the level as the lighting has washed it all away.

Q. look of room w/o lighting
a. are you rooms designed to scare the heck out of the player or are they designed to strain the players eyes?

A. Most levels are good levels until you get to the lighting. You can make or break a game just by having a few good or bad placed lights. Don't be afraid to use them but be weary about placing them. If you have to second guess a lights placement then leave the light out. as the first judgement will probably keep the level/room looking a lot better than they "hey look I need to light the trash can" style of light placement. There was a reason you decided to deign the layout of the room they way you did, don't kill it with lights.

Q. Pace of game
a. is it fast or slow, is it an action based or a puzzle based type of game?

The lighting will directly connect or disconnect the theme of your game from the players perception concerning the feel of your game.
If it's an action packed game that is set in an underground catacomb you don't want to barriage the player with a thousand different colored lights, ask yourself if the lights would actually be in a catacomb. if you have a level that has dim lighting and all of a sudden the player walsk in to a room that is filled with circus lights it's going to kill the mood of the game. Why would an enemy or evil warboss choose this room only to place all of his favorite colored lights? think about it. Each genre of game has token light schemes.

Q. sound (music) in game
a. Does the lighting and the sound play the important role of setting the mood or do they battle each other for control (attention hogs)

A. If you find that you have erie music supporting the game and you have a bright light scheme, it's just not goig to work properly. If the music is dark reflect it in the light scheme. if the music is super sci-fi then reflect it in the lights. (not mulit-color, use brighter lights as in most sci-fi they take place in the future and well, natuaral light has seemed to elude most titles)

The most important thing to remember is "keep it consistent".

This is all I have to say about this topic, I am sure something else will hit me and I will post when that happens.

Cheers,
Dave


ASTECH
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Posted: 6th Sep 2007 05:59
Nice post RF.


Play the pre-demo of 508, only at the Level Compo...
creator of zombies
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Location: UK: West Wales
Posted: 6th Sep 2007 21:40 Edited at: 6th Sep 2007 21:42
@Pols Voice: I am using the latest version of 1.06 aswell,but I don't have the hex code problem.

Quote: "why do you have less blue in the ambience settings? What does it add to the atmosphere?"

It creates a more natural ambience.

Nice Contribution RF. The post should now be entitled 'Creator of Zombies & Reality Forgotten lightmapping tutorial

Im now in the process of readying the next chapter. It should be up in a few days



Disturbing 13
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Posted: 6th Sep 2007 21:48
this post is a treasure trove. Keepem coming


Pols Voice
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Posted: 8th Sep 2007 00:20
Thanks, though I just realized something: The hex codes obtained through the GIMP color chooser are the ones that don't work. They are labeled as "HTML Notation," though I thought that this was the same as hexadecimal notation.

See my deviantART... http://www.syntheticprosthetic.deviantart.com/

creator of zombies
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Posted: 9th Sep 2007 23:01
Chapter 3: Light source's
Ok, so youv'e mastered colour and lighting placement, but whats the point in doing so if your light source's are as good as a Chocolate teapot.
The first step is to create your basic level Geometry. After this, decide what places you want wrapped in shadow (e.e a alcove, to spawn a hidden enemy) To achive this effect, you must first remember the golden rule: Anything outside the light range circle with be covered in shadow,thus being hidden
Now place a light soure entity on a wall nearby. It's a good idea to use illuminationmaps on the light source to give a better effect (this will be covered later). Now for the inportant bit. Place your light markers In line!! with the light source.DO NOT have 10 light placements on one wall, it's makes your game look..well crap. Always remember that a shadow is cast anyware outside the light circle. Attached is a shot showing the result in the editor. Please post if there is something you want me to go over.
And thats the end of this chapter. Next chapter coming soon. It's called Static vs Dynamic

CoZ



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creator of zombies
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Posted: 9th Sep 2007 23:05
And here's a shot showing the final result.



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phil17
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Posted: 9th Sep 2007 23:11
sweet stuff

Troy Chambers
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Posted: 10th Sep 2007 00:30
Dude you rock, I love this tutorial, how did you get the light on the wall to be all crooked instead of horizontal, that could add to the sense that something messed the room up or something.
Anyway, that result is perfect, I can't wait to put what I learned by this tutorial into effect, thanks CoZ.
And also, in your DEMON SUN showcase, you said objects falling to the floor when you walk into a triggerzone or something could startle or scare the player, do you know how exactly do I do that.
Keep posting in my Scare Tips thread, I need advice.

Troy Chambers
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Posted: 10th Sep 2007 01:15
Thank you for this, I'm actually jotting down notes like in a class room, lol. But this is helping me learn how to lightmap.
I owe you one.

We all want to be awesome, but does awesome want to be us?
Nickydude
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Posted: 10th Sep 2007 01:54
Thanks COZ, Nice tutorials. Could I possibly include these in the next update of my guide?


Search for "HellHouse" in Showcase.
creator of zombies
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Posted: 11th Sep 2007 18:58
Quote: "Thanks COZ, Nice tutorials. Could I possibly include these in the next update of my guide?"

Sure, go ahead. Let me know when the next revision is out

Stay tuned for more chapters guys


CoZ



Reality Forgotten
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Posted: 11th Sep 2007 20:26
the thing you need to remind yourself is are the entities placements realistic. Will a light of that make really still be lit if it is dangling from a wall, probably not.


Veron
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Posted: 12th Sep 2007 05:19
Very nice tutorial, looking forward to more!


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jeez
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Posted: 24th Nov 2007 18:48
Very, very nice tutorial helped me out alot.

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beachard5
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Posted: 2nd Mar 2008 19:59
ok when i try to make my map darker with 3f3f3f and i put some dark white lights in. and i test it the maps not darker help me please
beachard5
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Posted: 2nd Mar 2008 20:32
never mind got it


thanks for the Tutorial been wondering how to do this
Kill Shadow
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Posted: 3rd Mar 2008 06:29
Great tutorial COZ. As a relatively new user I was amazed at some of the screenshots I had been seeing. Thanx to your tutorial I got a really incredible looking room using stock media and lights. Thanx again you are a plus to the community

KillShadow

Stop Drop and Roll works on everything but HELLFIRE!!!!

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