Section 1 - Lighting Your Room
So now you have a cool room textured the way you like, but
it is too bright for the dark and moody tombs Lara explores.
This is where proper use of lighting makes all the
difference, but before jumping into lighting techniques,
some physics!
Light Basics
Light is made up of three colors: red, green and blue (RGB).
Equal values of each color create white light. Removing
green and blue will create red, removing blue will create
yellow, and so on. The lower the numeric value, the darker
the color. It can take time to change the RGB values, but
there is an easier, quicker way to get the color you want.
We’ll get to that soon.
Lighting will only affect textured surfaces and lighting
effects will not be visible unless you click on the LIGHTING
BUTTON found in the LIGHTING PANEL. To change an existing
light setting, you must have the lighting button activated.
The values appear in the boxes next to the various controls
beneath the LIGHTING BUTTON. Properties differ with each
type of light but values will only appear in the boxes next
to the controls pertaining to the selected light.
All types of light in the Tomb Editor can be assigned color
values. The color of the light will affect the objects and
textures in the room.
NOTE: Light will appear much
brighter in the game than in the editor which means you need
to set your light a little darker than you wish it to appear
in the game!
Types of Light
Lighting can create the mood you want for your level. Tombs
can be dark and ominous, while other spaces can be well
lighted (to show off your modeling skills!). Lighting
effects available in the Tomb Editor fall into two
categories. “Ambient light” and “Placed lights.”
AMBIENT LIGHT - Every room begins with an AMBIENT RGB
default setting of 128,128,128 (equal units of red, green
and blue). Ambient light is the general light within the
room – without it (RGB at 0,0,0) the room would be pitch
black. The brightest setting possible is 255 of each color,
but that is extremely bright!
When you load up a project, you will not see any settings.
To make them visible, click on one of the RGB value buttons
before clicking on the LIGHTING BUTTON. (If you click after
turning on the lighting button, it will raise or lower the
value and then you will have to reset it.)
It is best to leave the ambient light at the default setting
until after you have textured your room or it will be
difficult to see what you are doing!
Setting the Ambient Light - With 2DMAP button off go to the
LIGHTING PANEL and click on the LIGHTING button (it will
automatically turn on the FACE EDIT button). There are two
ways to adjust the ambient setting:
1) Click the colored + or - buttons next to the ambient
setting readout. Left clicking on the colored RGB buttons
will adjust the color by one unit. Right clicking will
adjust the color by 16 units. (Remember: equal RGB values
create a “white” light, unequal amounts will create colors.)
2) Right click on any of the colored squares located at the
bottom of the EDITOR WINDOW PANEL. The ambient light will
now take on the color that you clicked. TIP: This is much
quicker than manually adjusting the RGB values!
Additional lights placed in your room will be more effective
if your ambient light setting is lower - for example,
30,30.30.
NOTE: When you switch from one room
to the next, the ambient light settings will not
automatically change with each room change. If your ambient
light settings differ from room to room and you need to get
a reading, click on one of the RGB values to bring up the
settings for that particular room.
PLACED LIGHTS – All other lights fall into this
category. There are five “lights”: LIGHT, SHADOW, SUN, SPOT
and EFFECT. These “lights” can be placed anywhere in a room
– their location is indicated by an icon - and they will
only appear in your model if you place them there! To place
a light, choose the type you want by clicking on one of the
five buttons at the bottom of the LIGHTING PANEL, then click
on a floor, ceiling or wall square.
Properties and Control Settings - To create the right mood,
a light usually needs to be adjusted after it is placed. A
light must be selected to make any adjustments (a selected
light appears red).
LIGHT: Icon = bluish light bulb. This is a basic
light and behaves a lot like a light bulb, sending light
outward in all directions.
If a LIGHT is selected, the SHOW LIGHT MESHES button below
the EDITOR WINDOW will enable you to view its “falloff”
characteristics (think of “falloff” as how big a light is).
The red circles represent the “falloff”, or where the light
ends. The white circles represent the “hotspot”, or the
bright part of the light. The greater the distance from the
hotspot to the falloff, the softer the transition from light
to dark. These distances can be adjusted using the OUT
(falloff) and IN (hotspot) buttons located on the LIGHTING
PANEL.
Just above the OUT and IN buttons is the INT (intensity)
button - this adjusts the brightness of a selected light.
NOTE: The INTENSITY setting works
with all placed lights.
SHADOW: Icon = purplish gray bulb. Yes, you can use
shadows! Think of a SHADOW as an “anti-light”. It will
affect very specific areas and works well for darkening
corners. It can be adjusted using the same settings as the
“light.”
SUN: Icon = Happy Face. The SUN light casts shadows
and works well in outdoor settings. It can be used indoors
for special effects; however, only one SUN can be placed in
a room at a time or you will get an error message when you
go to output the WAD. The SUN can be aimed in a specific
direction. With SHOW LIGHT MESHES button on you will see a
single white line indicating its direction. To adjust the
SUN’s direction (along with its cast shadows), use the “X”
and “Y” buttons on the LIGHTING PANEL
CAUTION: Careful when moving the
SUN with Control+arrow keys. If you move it too far outside
the room’s boundaries, the program will crash.
SPOT: Icon = upside down light bulb. The SPOT directs
light at a specific place (just like a spot light). With
SHOW LIGHT MESHES button on, you will see red and white
cones representing its illuminated area. These cones act
just like the “hotspot” and “falloff” of a regular light and
can be adjusted the same way. To adjust the focal point, the
SPOT light has an additional feature: LEN and CUT. The cones
must be touching the surface in the direction they are
pointing or the light will NOT illuminate that surface. The
direction of the SPOT light can be changed using the “X” and
“Y” buttons.
EFFECT: Icon = bulb marked with an “X”. This light is
used to illuminate mainly one square (some light will spread
to adjacent squares to create a smoother transition). With
SHOW LIGHT MESHES button on, you will NOT see any
direction/limit cones/circles.
NOTE: The default intensity for the
EFFECT light is 0.00; you will need to adjust this up or
down to see any visual effects.
Color Adjustments - To change the color of a placed
light, either use the RGB settings above the word “colour”
on the right side of the LIGHTING PANEL or select a color
from the palette at the bottom of the EDITOR WINDOW as you
did for the ambient light setting.
Moving Placed Lights - Once placed, you can adjust
the distance of the light from the surface of the square by
using the CEILING or FLOOR + or - buttons. If you placed a
light and want to move it to another square, just hold down
the left CONTROL key and move it with the keyboard cursor
keys. (Another way to move the selected light is by choosing
the “move object” option from “Objects” in the Drop Down
Menu, then clicking on the square where you wish your light
to be placed.)
Right clicking on the light will move it around the square
on which it was placed. Each right click moves it to the
edge of the adjacent side of the square and finally back to
the center.
Copying and Pasting Placed Lights - This feature can
save a good deal of time when you need to place many lights
with the same settings or when you want to duplicate an
effect from a previous room. Located at the bottom of the
LIGHTING PANEL are the COPY and PASTE buttons for the
lights. Select the light you wish to copy, hit the COPY
button, then the PASTE button. Now click on a square in any
room to place the light. It will retain the settings you
copied. This is especially helpful for maintaining
consistent shadow directions when placing SUN lights!
Deleting Lights - If you place a light and want to
get rid of it, just select it and press the DELETE key.
Now take some time to play with each of the different lights
to get familiar with what they can do. The lighting is up to
you from this point on, but don’t forget that you can copy
and paste lights from the demo model into your model if you
are in a hurry to get through the tutorial!
