Sun Effects

Tutorial collection, comprehensive listings on main site.

Sun Effects

Postby Tutorial on Mon Mar 07, 2005 10:23 pm

category
General Half-Life 2/Effects

description
Nice looking sun effects can make an outside map look that much better.

keywords
sun, effects, effect, env_sun, light.

Step 1: Getting Started

Right to get started you will need to make a floor with four walls and a skybox, to get a good idea of the sun effect you may want to create a rather long tube like shown in the diagram below

Image

Note: the best skybox texture to use is office, as there is no sun in the skybox so you can position the sun anywhere without having two suns (the sun and the skybox textured sun)

Step 2: Placing Your Sun

For the sake of examples, we will place the sun directly above the hollow rectangle created on the map, select the entity light_enviroment and place it to line up with the hole and the hollow rectangle and so it is touching the skybox

Image

You can adjust the light properties but for this tutorial we shall leave it on default, but if you do decide to change the brightness, colour etc. you will want to apply the same details to the env_sun entity that we are about to create for the sake of realism.

Next select the env_sun entity from the list and place it so it is right on your light_enviroment, we do this because the env_sun does not produce the light, only the visual effect, and vice versa for the light_enviroment. Name the Viewer entity in the sun entity’s properties "suntarget" and then move on.

Step 3: Giving Your Sun a Target to Shine At

If you were to compile and test the map now it would crash the game whilst loading, I don’t want to go into complex detail but it is basically because the env_sun entity does not have anywhere to shine too, so its time to give it a target.

Select the entity info_target from the entity list and place it in the map, name the entity suntarget, now the sun will recognise this entity as it’s target, which is what the viewer entity was for if you were curious

Image

Stick a few spawns and compile away, when you’re in game look directly up the hollow rectangle too see the effects of HRDL and gawk in awe!

Image Image

Step 4: Conclusion

Now you have a working and good looking sun! Pretty sweet huh? You may want to change the colour properties in the env_sun and light_enviroment entities depending if the map is dawn, dusk or just plain crazy, another thing you might want to try for yourself is parenting the target to some kind of object so that the sun will appear to be panning.

I hope you enjoyed reading this tutorial and as usual all questions may be directed to fatty_bobby@hotmail.com and I will reply to them in full.

Related:
Example Map

Wiggle987
- Don't send PM's to this user -
Tutorial
Not A Real User
 
Joined: Sun Mar 06, 2005 11:00 pm

Postby SyntaX.ErroR on Sat Feb 11, 2006 1:38 pm

Omfg this techinque is old and known by all.

Sorry, but even in my first HL: CS map I made this, and it was years ago.
SyntaX.ErroR
Member
Member
 
Joined: Tue May 17, 2005 4:32 pm

Postby Something on Sat Feb 11, 2006 4:32 pm

Uhh..this was posted about a year ago...
Something
Pheropod
Pheropod
 
Joined: Sat Sep 03, 2005 10:10 pm

Postby zombie@computer on Sat Feb 11, 2006 6:28 pm

SyntaX.ErroR wrote:Omfg this techinque is old and known by all.

Sorry, but even in my first HL: CS map I made this, and it was years ago.
yea, you came out of your mother and the first thing you said wasn't "mommy" but "OMGF N00bs just place an env_sun in the 3dskybox"

figures :roll:
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Postby Blink on Sat Feb 11, 2006 7:02 pm

SyntaX.ErroR wrote:Omfg this techinque is old and known by all.

Sorry, but even in my first HL: CS map I made this, and it was years ago.


I fail to see your point, all I see is a tit.
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby Rick_D on Fri May 05, 2006 7:02 pm

SyntaX.ErroR wrote:Omfg this techinque is old and known by all.

Sorry, but even in my first HL: CS map I made this, and it was years ago.


You stupid noob.
Rick_D
May Contain Skills
May Contain Skills
 
Joined: Wed Jul 13, 2005 1:41 pm
Location: stockholm

Postby Ripper_hugme on Fri May 05, 2006 11:26 pm

noobish, although the strange occuring fact is he's been here since may last year
Barely working on (I'm still very busy with real life):
cp_yettobenamed (Updated... Sort of)
dm_agoge (Beta 2 out now)
User avatar
Ripper_hugme
Veteran
Veteran
 
Joined: Tue Apr 12, 2005 9:01 am
Location: Australia: Now a Major Motion Picture!

Postby Tekspdy on Sun Jan 14, 2007 2:26 pm

Sorry for bringing up an old topic. I tried this in my map and it simply takes forever to compile. In fact I've been too impatient to even try waiting for it to compile. Usually compiling for just the BSP is instantaneous however when compiling the light source, "buildlightface" stays at 0. I followed your tutorial to the letter. Does it just take a very long time normally? My map is large but not very detailed. Help is appreciated, thanks.
Tekspdy
Regular
Regular
 
Joined: Sun Jan 14, 2007 2:15 pm

Postby EagleStrike on Sun Jan 14, 2007 6:06 pm

It's got to take longer to deicde where shadows are required, and how dark they should be, and since you just implemented the ultimate light source, it's gonna take a while...
As I Walk Through The Valley Of Death, I Will Fear No Evil, Cos I'm The Meanest Fucker In The Valley...
EagleStrike
Pheropod
Pheropod
 
Joined: Sun Dec 03, 2006 7:26 pm
Location: London, England

Postby Tekspdy on Mon Jan 15, 2007 11:57 am

Sounds good, thanks.

Do I need to run VIS when compiling once I'm fully done with the map? I've been running the compile without it and the map seems fine besides the lighting which is default right now.

Also, I noticed some maps have extremely good lighting. For instance some texture maps, and a map called dust. Not the normal dust, I think it may be dust2 or something, has absolutely fantastic lighting. Does this occur when you enable HDR in the light properties and then also check in the HDR box when compiling?
Tekspdy
Regular
Regular
 
Joined: Sun Jan 14, 2007 2:15 pm

Postby Mr. Happy on Mon Jan 15, 2007 5:17 pm

you need to run full vis and full rad w/ bounce 100 for your final compile

you should fast or normal rad for evry compile though

use 'nemesis's batch compiler' also: http://nemesis.thewavelength.net/index.php?p=1
Image
-You've just been happified!?
User avatar
Mr. Happy
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sat Dec 30, 2006 9:20 am
Location: Flyin' thru "da cloud" in the MotherShip

Postby JLea on Tue Jan 16, 2007 1:12 pm

Yeah the "absolutely fantastic lighting" is HDR and yes you check the HDR compile box before you compile and add settings to every light you have. However be warned as it has to redo all your lighting again.
User avatar
JLea
May Contain Skills
May Contain Skills
 
Joined: Mon Jan 02, 2006 1:19 pm
Location: Melbourne, Australia

Postby Tekspdy on Tue Jan 16, 2007 5:15 pm

Lol, got the sunlight working. Think I will need a 3d skybox though, as the sunlight makes like 500 shadows at the bottom of my map and it looks funky...
Tekspdy
Regular
Regular
 
Joined: Sun Jan 14, 2007 2:15 pm

Postby k-dawg on Sat Aug 11, 2007 3:02 am

hey, this is my first post ever, and sorta new at this(mapping) but had a problem with the sun, the light works perfectly, however the sun does not show. can you help, or is there another fourm that explanes it?
waisted menkey wrote:i do however appreciate your efforts at telling me how wrong i am and how right you are. that's awesome!
:smt019
k-dawg
Regular
Regular
 
Joined: Sat Aug 11, 2007 2:55 am
Location: San Diego CA

Return to Tutorials

Who is online

Users browsing this forum: No registered users