Page 1 of 2

How to make B30 dark?

Posted: Sun Mar 06, 2011 7:19 pm
by (M)Assassin
Hi!
I'm working on a mod where the map B30 has no lights or is dimly lit. The idea is to have the player need to use the flashlight, giving the level a scarier appearance. I tried making more dense fog and darkening the sky bitmap but it didn't work :/
Any suggestions?

Re: How to make B30 dark?

Posted: Sun Mar 06, 2011 8:56 pm
by kiddten
Find the lightmaps file, it should be Levels/b30/b30a and Levels/b30/b30b, or something along those lines. there's like 30 seperate image files in each tag, so it's going to take you a long time to perfect. Have fun, and I hope it turns out well.

Re: How to make B30 dark?

Posted: Mon Mar 07, 2011 12:24 pm
by Mgalekgolo
If it works, try using moxus' night lightmaps(may not work for b30).

Re: How to make B30 dark?

Posted: Mon Mar 07, 2011 12:59 pm
by Sparky
The easiest way to do it is to extract all the images from the lightmaps file and darken to about 20% of the brightness (darken by 80%) for a dim evening light, and for a nighttime light, 5% / 95%. While you might not be able to tell the difference from the images this way, the effect is stronger in-game. 0% / 100% is pitch black and is darker than if you were to have removed all sunlight from the level and redone the radiosity calculations.

Speaking of which, I could provide a bitmap with darkened radiosity (no sunlight), although for some reason that crashes a map when importing it using Eschaton. Would be worth a try, anyway, and a piece of cake to do.

Re: How to make B30 dark?

Posted: Mon Mar 07, 2011 2:30 pm
by (M)Assassin
I darkened the bitmap images and it worked, thanks!

Re: How to make B30 dark?

Posted: Mon Mar 07, 2011 2:34 pm
by Moxus
Human wrote:If it works, try using moxus' night lightmaps(may not work for b30).
Lightmaps are specific to each map, and aren't able to be applied universally without odd lighting effects. That in mind, my Night lightmaps are just for Blood Gulch.

-=Moxus=-

Re: How to make B30 dark?

Posted: Mon Mar 07, 2011 3:01 pm
by Mgalekgolo
Moxus wrote:
Human wrote:If it works, try using moxus' night lightmaps(may not work for b30).
Lightmaps are specific to each map, and aren't able to be applied universally without odd lighting effects. That in mind, my Night lightmaps are just for Blood Gulch.

-=Moxus=-
I know, but I thought it might be different with your bitmaps, because they're all black. I tested it and... Yeah, doesn't work.

Re: How to make B30 dark?

Posted: Tue Mar 08, 2011 8:54 pm
by Sparky
I've tried to import and use a foreign lightmap bitmap image, but it crashes the map. I tried publishing various lightmap renderings of bloodgulch in this way, but I would have to include each individual sbsp tag with its lightmaps, even though it's technically the same scenario terrain as the original bloodgulch, but with the sun in different locations in the sky. If you simply import and swap in a new lightmap tag, the map will crash. If you use Eschaton at all for this, it's going to only happen by editing an existing lightmap bitmap tag's images.

EDIT: Sapien is running radiosity now, using the x10 sky that has a starry outer space appearance. I'll post the map file here when it's done. Only the first bsp should get new lightmaps, right? Or do you want me to change the lighting inside, also? But there is no sunlight in this forerunner installation, right?.

Re: How to make B30 dark?

Posted: Fri Mar 11, 2011 1:29 am
by Sparky

Re: How to make B30 dark?

Posted: Wed Mar 16, 2011 7:03 pm
by Modzy
Easiest way is to duplicate a single permutation bitmap, edit it to be dark grey, and then using a hex editor or advanced SBSP editor, change the lightmap reference to your duped bitmap, and change all the lightmap indexes to 0 in the materials reflexive. Using this method, you just have to edit one bitmap to make it brighter or darker across the entire map.

Re: How to make B30 dark?

Posted: Fri Mar 18, 2011 7:12 am
by Sparky
Modzy wrote:Easiest way is to duplicate a single permutation bitmap, edit it to be dark grey, and then using a hex editor or advanced SBSP editor, change the lightmap reference to your duped bitmap, and change all the lightmap indexes to 0 in the materials reflexive. Using this method, you just have to edit one bitmap to make it brighter or darker across the entire map.
Somehow that seems like a more complicated method to me, but a great idea for a template map.

Re: How to make B30 dark?

Posted: Sat Mar 19, 2011 8:21 pm
by Modzy
Sparky wrote:
Modzy wrote:Easiest way is to duplicate a single permutation bitmap, edit it to be dark grey, and then using a hex editor or advanced SBSP editor, change the lightmap reference to your duped bitmap, and change all the lightmap indexes to 0 in the materials reflexive. Using this method, you just have to edit one bitmap to make it brighter or darker across the entire map.
Somehow that seems like a more complicated method to me, but a great idea for a template map.
Takes about two minutes if you know what you're doing.

Re: How to make B30 dark?

Posted: Sat Mar 19, 2011 11:32 pm
by Smythe
Modzy wrote:
Sparky wrote:
Modzy wrote:Easiest way is to duplicate a single permutation bitmap, edit it to be dark grey, and then using a hex editor or advanced SBSP editor, change the lightmap reference to your duped bitmap, and change all the lightmap indexes to 0 in the materials reflexive. Using this method, you just have to edit one bitmap to make it brighter or darker across the entire map.
Somehow that seems like a more complicated method to me, but a great idea for a template map.
Takes about two minutes if you know what you're doing.
Which 90% of us don't.
Which implies that there are 10 of us.
Meaning you.

Re: How to make B30 dark?

Posted: Fri Mar 25, 2011 8:29 pm
by Løki
Somewhere in the depths of the internet is my JUTR mod.
Can't say that went anywhere, but it has all the bitmaps dimmed down to be incredibly dark.
If you can find it, feel free to use it.

Re: How to make B30 dark?

Posted: Sun Mar 27, 2011 8:44 am
by TaxiService
Sparky's lightmaps on my mod.
Image

YESS!