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Beginner Tutorial: Making your First Level

 

E. Adding Realistic Lights to your Level

 

Now to add some realistic lighting to your level. For starting out, I prefer doing lights like this, making physical lights that look like they are coming from a source like a cieling light. Look in the picture below how I put the lights in the hallway.

Hallway w/Lights

I first created the structure for the light, what LOOKS like is giving off the light.  However, the surface cannot give off a light.

I made a 32x32 sized (8 tall) cube and subtracted with a stone texture from the cieling to create the places for the lights. I then used one of the light textures from the SkyCity texture set (Light group). The texture was too big, so I went to surface properties/Scale and Chose the 0.25 scale, since the 128x128 texture was 4x too big. As you can see, the hallway has lighting all down it. Now to add the lights...

Add those light brushes (well, subtract, put them like I did) and then compile your level. In dynamic lighting your view of course should turn black, since you don't have any lights.

Save your work!

At this point, save your level. Nothing like working for an hour, then crashing and losing all that work. So save often, use incremental filenames, like map0001, map0002, etc...

Now that you have compiled and saved, switch from dynamic lighting to texture mode, so you can see. Point to the light texture, and add a light. Do it in 3D mode just so you know where it is being added. Then in 2D mode, center it, and move it a few units BELOW the light texture, like so...

Position the Light

Since UnrealED does not support radiosity, or surfaces that give off lights, you have to position the light to where it simulates the effect most appropriately. Now, only worry about one light right now, as you will be able to duplicate the properties for the light you create here and move it to the other points you want the light at too. Lets say we want an orange light, fairly bright, in the hallway. Look at the hue/saturation chart below...

Hue/Saturation Chart

Open up the light properties for that light, give it a light brightness of 64, a hue of 32, and a saturation of 32... Now, since this is a fairly small hallway, the standard light radius will be too big. So switch down to Lighting section. There is an entry called LightRadius. This is an important attribute of your light because it tells how far the light reaches. This light doesn't need to reach very far, so lets give it a radius of 24.

Light Properties

Radius

The LightProperties > Lighting > LightRadius Entry sets how far out your light luminates

Now that your light is set up how you want it, duplicate it, and put it in all of the other places where that type of light should be.

Duplicate

Duplicating Objects

When you duplicate the light, another one will be created next to it with the same exact properties. Move it to all of the other places, duplicate again until you are done.

Place all the lights

Once they are all placed, switch the 3D View over to dynamic lighting and compile your map!

Hallway w/Lights

Normal Surfaces

The lighting should look ok, but the light textures probably don't look as bright as they should be. So select all of the light textures on the ceiling, and do a surface properties. Under Effects, Check "Unlit". This will make those textures full brightness and not affected by any lighting. Compile your map again and they should be unlit.

Hallway w/Lights

Unlit Surfaces

That looks a lot better! You should be getting the hang of adding lights as well now. So go around in your level and add lights as you see fit. Its always nice to make them look believeable by adding some physical proof like I did there, but you can add any light anywhere you want regardless. Editing is all about playing around and tweaking, so you will get used to it messing with things on your own. Now compile and save what you have now. Its time to make the level playable...

 

Next section: Making the Level Playable >

 

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