Running into you 10 years later while having fun with DOD:S maps... Let me say that you are one of the best tuto guy I've ever encountererd especially when taking Hammer rigidity into account. That's beyond godlike the level of knowledge and pedagogy you put in those videos
+TopHATTwaffle “Douglas” Hoogland do you have to pack in lights.rad for custom brush lighting to work? A bit confused how the game wouldn't getr compatibility issues if that file were changed.
This was clear, concise, organised, helpful and very fun to watch. You were very smooth and accurate in everything you were explaining in a manner that was in depth but yet also easy to digest. I have subscribed to you since I honestly haven't seen anyone explain in detail like you have with great examples. Thank you! :)
Chapters: 0:00 Intro 5:00 Adding a Basic Light 7:55 Adding a Spot Light 10:20 Adding a Sun and Environmental Lighting 13:30 Adding Sprites to Basic Lights 16:15 Adding a Point_Spotlight effect 18:45 Adding Dustmotes 21:05 Adding a Projected Texture/Dynamic Light 25:05 Lightmap Grid 28:00 Light.Rad Brush Lighting 30:10 Smoothing Groups 32:40 Blending Groups 34:25 Advanced Shadows and Compile Options 39:40 HDR Configuration 45:00 Complete Overviews If you saw this comment please pin to help other people
man, I've been watching you from the beginning of your videos, and let me just say: the fact that your revising and giving updated tut's, and the fact that your giving a 46min overview of all lighting is GODLIKE. thank you so much. you have helped me countless times over my years of mapping.
Just everything about this Tutorial is awesome. Well organized, everything explained in depth but still easy to understand. Thanks so much for the hard work you're putting into this!
This tutorial is amazing! Not only were you clear and speedy, you quite literally showed me everything I will ever need to know about lighting in Hammer! Thanks :D
For anyone trying this with Half-Life 2, I have been told that the "lights.rad" file is packaged in the ".vpk" file and can't be edited. You'll have to make your own "[map_name].rad" file where your ".vmf" file is for the map. This new ".rad" file will basically override the "lights.rad" file and allow you to customize for the specific map.
I've been mapping for years, even veterans need tutorials sometimes. I refer to these as they are good examples. I still prefer to use VALVe dev wiki, though. I prefer reading over visual instruction.
You are amazing, I'm learning so much with your tutorials and I've already mapped myself a bunch of CS maps (small aim maps), keep up the amazing work man.
Best damn Source SDk tutorials I've ever seean, fantastic work man! I love that you dare to go into detail cause I watch the whole thing through and I learn so many details otherwise missed thats assumed obvious. Thank you so much! I've been mapping since the official Source SDk release but dan I diden't know how to do half the things you teached me in your tuts' before I watched em! Thankyou tjhankyou thankyou, my map looks so great now! :))))) Peace and love!
Love your work. How about some tutorials on the different logic entities. How to use them, and when, what they can be used for, and how they can be used with each other.
Hey TopHatt, really love your tutorials. Used to watch them back when your voice was alot higher, haha. anyways great tutorial helped me with lighting when i was having some trouble.
Really good and detailed tutorial, I was having trouble with having static meshes emitting light but it turns out that I just have to carefully position the light sauce to give the illusion that it's coming from the model lol
Your turorials are great, no doubt. I just hope to find some "real world" lighting examples in some other of your video cause all those dev texture are not so amazing to have an idea of what i most care from a map: atmosphere. BTW your technical knowledge of the Hammer are remarkable. Good job.
Unsure about Valve-shipped maps, but Cache has lights everywhere. The main buildings barely have light sources, A Main for example, yet have lights in them to supplement the environment light. I understand that it's a personal trial-and-error thing while also a preference and map-dependent one, but would it be possible to make a tutorial for this if you have experience doing this? I'm learning a lot from decompiling maps, but having an experienced person explain the choices would be great. Maybe even a series where you decompile a map and walk us through it. Thanks!
yeah, ambient lighting in Source Filmmaker however, 20 is pitch black just about, and I have it set to 400 in my current map in order for it to look right, as I want this house to only be lit by natural light, as anyone's house during the day, and setting it to 400, which happens to also be what the brightness of the light itself is set at.
I don't know what I'm doing wrong for the basic light in the beginning, but even when i set the 4th number to 900 theres no light ingame, I then made a second quick map to see and still no light. In Portal 2 that is. My maps are all illuminated by the world it seems, while it seems yours is dark unless you have a light. Perhaps I missed something? I'll keep watching
hey there. i have a problem that has been kicking my ass for the last couple of days. after doing the full and final compile of my map, it looks as if i'm in the shade, and when i run it looks as if the shade is moving with me. like a big circular "cloud" centered on me? please help? Thanx in advance.
How do you fix the strange white appearance on some items when starting up your own L4D2 map? In one tutorial they said it's called environmental mapping? But they didn't explain how to fix it. Please help, I'd be super grateful
Soooo I added more lights to my map and suddenly other lights don’t work and the new lights flicker a little while all the settings of the light is default. Any help as to what’s going on and how to fix it?
This is a little late, but I have noticed that lights are straight-up incapable of emitting light outside of the box boundary of a prop_static if it's placed inside. This quite the headache because the lights in question I am trying to use are in fact lamp posts and the light would look weird if it was to be moved outside of the prop's box.
What ever i do my maps are always being so bright and there are no shadows at all idk how i can solve this. I searched on net so much but found nothing.
some bright random light started appearing in a corner of my map, what to do? (no leaks, no pointfile, everything's working, didn't really changed lighting settings)
I used to cut brushes with the clipping tool. Now the brushes aren´t on grid (its like 0.01 units difference). Am I able to see which brushes are wrong?
Can someone help me? my tonermapper dont work ingame, for others my map is to bright but for me its normal but tonemapper dont work to change setmaxexposure and stuff ingame..
I have a map with many rounded walls. I'm inclined to use smoothing groups for them but with a limit of 24, it seems too few. Is there a way to get more smoothing groups or am I left just making the lightmap scale smaller? Does it help to give the light_environment's SunSpreadAngle a higher number in general?
You can use smoothing groups multiple times. Just make sure that when something is supposed to be a sharp edge, that the faces that the edge is between are using different smoothing groups. You could probably make do with like 4 smoothing groups, 24 is really more than enough if you understand how to use them.
How do I reverse the effect of my map randomly going pitch black without me placing a light entity? i was messing with lighting but my map is randomly pitch black now
It's odd, when I place the projected texture entity and test-it-out in-game, it's pointing towards another direction! So, I used the YAW and other options to position the cone were I need it to be, and still no change. No matter how I re-position the entity, it all-ways looks in the same direction. Help please.
I would not be so sure. Not to be rude but Magnar Jensen is THE ultimate mapping god. If they would need to hire another enviroment creator, it would be Magnar Jensen.
you have to make a light.rad file where gameinfo.txt is located and with note++ add the paramaters in. for episode2 i found light.rad info on interlopers.net, but you shouldn't need it if you enter the parameters correctly in your custom light.rad file for the model youd like to use. for the LDR issue if you enter the parameters in the expert compiler like topHATT has it should work just fine.
Have you had any issues with props shining silver in pure dark when compiling in HDR? I placed cubemaps and ran in console buildcubemaps but the props and doors still glow or shine. I'm compiling in L4D2 Authoring tools if that helps.
Running into you 10 years later while having fun with DOD:S maps... Let me say that you are one of the best tuto guy I've ever encountererd especially when taking Hammer rigidity into account. That's beyond godlike the level of knowledge and pedagogy you put in those videos
Finally a person that can make some good tutorials
+TopHATTwaffle “Douglas” Hoogland do you have to pack in lights.rad for custom brush lighting to work?
A bit confused how the game wouldn't getr compatibility issues if that file were changed.
+Dover Yeah, that's some advanced knowloged for mapping. Nice one
+Dover dont be so harsh kliksphilip does good tutorials aswell
yes, like anyone want share tutorials for help other people do their maps, thanks! and i suscribe
almost 9 years later. still top notch tutorial.
This was clear, concise, organised, helpful and very fun to watch. You were very smooth and accurate in everything you were explaining in a manner that was in depth but yet also easy to digest. I have subscribed to you since I honestly haven't seen anyone explain in detail like you have with great examples. Thank you! :)
+Fmlad Finally 3kliksphilip has some competition ;)
Chapters:
0:00 Intro
5:00 Adding a Basic Light
7:55 Adding a Spot Light
10:20 Adding a Sun and Environmental Lighting
13:30 Adding Sprites to Basic Lights
16:15 Adding a Point_Spotlight effect
18:45 Adding Dustmotes
21:05 Adding a Projected Texture/Dynamic Light
25:05 Lightmap Grid
28:00 Light.Rad Brush Lighting
30:10 Smoothing Groups
32:40 Blending Groups
34:25 Advanced Shadows and Compile Options
39:40 HDR Configuration
45:00 Complete Overviews
If you saw this comment please pin to help other people
man, I've been watching you from the beginning of your videos, and let me just say: the fact that your revising and giving updated tut's, and the fact that your giving a 46min overview of all lighting is GODLIKE. thank you so much. you have helped me countless times over my years of mapping.
Duuuuude, now my map is LIIIIT
you're not going to be my friend
hehehe
not going to ruin the like number
Wow your funny
Well yes
Someone should cheer up that 1
31:51
lol
LMao ffs
that 1 is having some real vibes rn ngl i feel him deeply
oman (the country)
Almost 7 years and this is extremely helpful, you're the best topHATT thanks man
6:08 - Lights
13:32 - Sprites & Lighting
19:23 - func_dustmotes
Just everything about this Tutorial is awesome. Well organized, everything explained in depth but still easy to understand. Thanks so much for the hard work you're putting into this!
This tutorial is amazing! Not only were you clear and speedy, you quite literally showed me everything I will ever need to know about lighting in Hammer! Thanks :D
Woah. This is way more in-depth than I thought it would be.
Nice!
For anyone trying this with Half-Life 2, I have been told that the "lights.rad" file is packaged in the ".vpk" file and can't be edited. You'll have to make your own "[map_name].rad" file where your ".vmf" file is for the map. This new ".rad" file will basically override the "lights.rad" file and allow you to customize for the specific map.
We have the exact same Notepad++ configuration. I thought my computer was opening the Lights.rad file for a hot second.
Thanks for the tutorial:)
It's probably the best prop to demo what he was trying to convey.
I've been mapping for years, even veterans need tutorials sometimes. I refer to these as they are good examples. I still prefer to use VALVe dev wiki, though. I prefer reading over visual instruction.
sorry but who asked
@@probes-arealone mmmmmmm
@@probes-arealone sorry but shut up
Your tutorials are among the best I've seen anywhere (no just talking about hammer).
Keep up the good work, I learned a lot!
Great tutorials from someone who actually knows what they're talking about. Thanks
Thank you very much for this guide!
Nice tutorial! I'll probably be looking back at it often.
This is like the best quality Hammer tutorial I've seen. Bravo!
Eventhough this is old it's still helpful for alot of people
That's such an ENLIGHTENING video
Mat_Fullbright 0 (just a note for in case the map loads all lit up like that, in case I forget)
wow a comment from 5 years ago saved me, i had it turned on lol
Thank you random stranger, you just saved me hours of troubleshooting
6 years later... spent the last 3 hours trying to troubleshoot. You are a life saver.
It’s funny because I actually haven’t had any trouble remembering it; guess it’s still a good thing I made the note tho :p
@@TS_Mind_Swept Do you still make maps?
You are fucking A1. Aside from the main topic, that threads# parameter just opened up a new world. Thanks for the great tut!
I just cant tell you how awesome this tutorial is!!!! NICE WORK!
Maaan! Incredible series. I love you.
Yo guys heads up, in TF2 maps specifically, you will need to open tf2_misc_dir.vpk in the tf folder he specified with GCFScape to find lights.rad
You are amazing, I'm learning so much with your tutorials and I've already mapped myself a bunch of CS maps (small aim maps), keep up the amazing work man.
Best damn Source SDk tutorials I've ever seean, fantastic work man! I love that you dare to go into detail cause I watch the whole thing through and I learn so many details otherwise missed thats assumed obvious. Thank you so much! I've been mapping since the official Source SDk release but dan I diden't know how to do half the things you teached me in your tuts' before I watched em! Thankyou tjhankyou thankyou, my map looks so great now! :))))) Peace and love!
i want to repeat the very accurate words of Nyllsor
I finally understand this! I always knew that you'd be the one to show me! As a viewer since your start, thank you!
Love your work. How about some tutorials on the different logic entities. How to use them, and when, what they can be used for, and how they can be used with each other.
nice tutorial. how did you import those trees into portal 2 hammer?
Hey TopHatt, really love your tutorials. Used to watch them back when your voice was alot higher, haha. anyways great tutorial helped me with lighting when i was having some trouble.
I found the Lighting Theory very interesting. I have not looked at lighting that way.
I send this video to people often
Thank you so much dude, helped tons
Really good and detailed tutorial, I was having trouble with having static meshes emitting light but it turns out that I just have to carefully position the light sauce to give the illusion that it's coming from the model lol
Im just going through the playlist and i see its 46 minutes and i just go, oh shit
This stuff is golden. Keep up the good work!
This is why your in my subs list..
Very good tutorials. Thank you alot for doing this.
Thanks very much, perfect explanation of light!
How would you make the prop_static flicker along with the light? I cant find anything about it online.
Will you ever come around making a in-depth tutorial about displacements?
Thanks for this wonderful tutorial btw.
I put my light enviroment and leak. I put it out of my map and again leak. Thank you i select click the point and its done 👏👏👏
Your turorials are great, no doubt. I just hope to find some "real world" lighting examples in some other of your video cause all those dev texture are not so amazing to have an idea of what i most care from a map: atmosphere. BTW your technical knowledge of the Hammer are remarkable. Good job.
The portal 2 boss fights really do good lighting, when Wheatley or GlaDOS get angry sad or happy the room changes color, well the fog
Map developer hero
Unsure about Valve-shipped maps, but Cache has lights everywhere. The main buildings barely have light sources, A Main for example, yet have lights in them to supplement the environment light. I understand that it's a personal trial-and-error thing while also a preference and map-dependent one, but would it be possible to make a tutorial for this if you have experience doing this? I'm learning a lot from decompiling maps, but having an experienced person explain the choices would be great. Maybe even a series where you decompile a map and walk us through it. Thanks!
yeah, ambient lighting in Source Filmmaker however, 20 is pitch black just about, and I have it set to 400 in my current map in order for it to look right, as I want this house to only be lit by natural light, as anyone's house during the day, and setting it to 400, which happens to also be what the brightness of the light itself is set at.
Green is also a kind of sickly feeling :p
I don't know what I'm doing wrong for the basic light in the beginning, but even when i set the 4th number to 900 theres no light ingame, I then made a second quick map to see and still no light. In Portal 2 that is. My maps are all illuminated by the world it seems, while it seems yours is dark unless you have a light. Perhaps I missed something? I'll keep watching
Splendid tut)
I changed some props lightmap resolution to a higher number but lights won't affect them,they appear dark,is there any fix?
Thanks for this tutorial. What is your render settings for video? Your videos in hd are super sharp!
@TopHATTwaffle How do you get the portal 2 models in hammer? i see you use UPDATE or something?
I can't get windows to emit light. I tried with glass/glasswindow044b
I added it into the light.rad map with RBG values, still nothing.
Put a light behind the glass and use a glass volume entity with a glass texture.
Or figure out what you did wrong.
That's a really good tutorial, thank you =)
hey there. i have a problem that has been kicking my ass for the last couple of days. after doing the full and final compile of my map, it looks as if i'm in the shade, and when i run it looks as if the shade is moving with me. like a big circular "cloud" centered on me? please help? Thanx in advance.
How do you fix the strange white appearance on some items when starting up your own L4D2 map? In one tutorial they said it's called environmental mapping? But they didn't explain how to fix it. Please help, I'd be super grateful
Well this video is old and the Light_spot not openning for me but i remember i knew how to open it so any help ?
what the?...this is actually very good
Don't you have a tutorial for changing the angle of ingame dropshadows? Cause I can not find it anywhere.
you are the goat
Soooo I added more lights to my map and suddenly other lights don’t work and the new lights flicker a little while all the settings of the light is default. Any help as to what’s going on and how to fix it?
I was waiting for this
This is a little late, but I have noticed that lights are straight-up incapable of emitting light outside of the box boundary of a prop_static if it's placed inside. This quite the headache because the lights in question I am trying to use are in fact lamp posts and the light would look weird if it was to be moved outside of the prop's box.
i don't undestand how i can make a night ambient in my map. can you help me please?
I have a problem where the above area of the light prop is really dark. Do i have to put the light lower or higher in this situation.
What ever i do my maps are always being so bright and there are no shadows at all idk how i can solve this. I searched on net so much but found nothing.
some bright random light started appearing in a corner of my map, what to do?
(no leaks, no pointfile, everything's working, didn't really changed lighting settings)
in GO im getting some freaky shadow bugs with the spotlights. its just a bunch of solid black lines
Ayuda sin querer quite las opciones de objetos que aparece en la izquierda ¿como lo pongo?
I used to cut brushes with the clipping tool. Now the brushes aren´t on grid (its like 0.01 units difference).
Am I able to see which brushes are wrong?
Can someone help me? my tonermapper dont work ingame, for others my map is to bright but for me its normal but tonemapper dont work to change setmaxexposure and stuff ingame..
I have a map with many rounded walls. I'm inclined to use smoothing groups for them but with a limit of 24, it seems too few. Is there a way to get more smoothing groups or am I left just making the lightmap scale smaller? Does it help to give the light_environment's SunSpreadAngle a higher number in general?
You can use smoothing groups multiple times. Just make sure that when something is supposed to be a sharp edge, that the faces that the edge is between are using different smoothing groups. You could probably make do with like 4 smoothing groups, 24 is really more than enough if you understand how to use them.
Is it too late for me to ask for a little advise?
are you have tutorial for add mdl in valve hammer editor for cs source???
36:17 I dont have Full compile - LDR only in there, what should I do?
How do I reverse the effect of my map randomly going pitch black without me placing a light entity? i was messing with lighting but my map is randomly pitch black now
Is there a chance you can make a TF2 mapping tutorial... For example CTF or Capture Point and all of that stuff...
It's odd, when I place the projected texture entity and test-it-out in-game, it's pointing towards another direction! So, I used the YAW and other options to position the cone were I need it to be, and still no change. No matter how I re-position the entity, it all-ways looks in the same direction. Help please.
I made an office so when you step through a door the lights turn on then ofc then back on and also theyrs a broken light with sparks coming out of it
I would not be so sure. Not to be rude but Magnar Jensen is THE ultimate mapping god. If they would need to hire another enviroment creator, it would be Magnar Jensen.
hi, where is the tutorial the guy talk about since 16:10 min?
someone help i try to turn off fullbright but then it wont turn off even when I have sv_cheats set to 1
help the props in my css map dont have shadows
I tried using the hdr setting and it’s still full bright
i make maps for tf2, that "LDR" compile i dont have, and my tf2 dont have lights.rad. i created one but it didnt appears or generate nothing. Help???
you have to make a light.rad file where gameinfo.txt is located and with note++ add the paramaters in. for episode2 i found light.rad info on interlopers.net, but you shouldn't need it if you enter the parameters correctly in your custom light.rad file for the model youd like to use. for the LDR issue if you enter the parameters in the expert compiler like topHATT has it should work just fine.
My displacements has this weird shadow on the edge of it, please help.
Have you had any issues with props shining silver in pure dark when compiling in HDR? I placed cubemaps and ran in console buildcubemaps but the props and doors still glow or shine. I'm compiling in L4D2 Authoring tools if that helps.
thanks for the video
this is great
What do you mean by No leaks?
good tutorial
***** On the sun tutorial thing when i pres ctrl x it makes the sun entity Disappear help?
You have to press ctrl v somewhere else where it's not in the way to paste it
I'm having a problem where my sun light is making the walls greenish, I have it set to a light yellow color. What would I do to fix this?
Forrest Hurrelbrink i think there might be some settingor something to prevent the walls from reflecting..?
Should one set luxuls to 64 for unseen (no draw) faces for better performance or does hammer not care about nodraw faces?
attila Szabo Doesn't care :)