Source 2 101 - Hammer Crash Course #7 : Environment light and VIS made EASY! (tutorial)

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  • เผยแพร่เมื่อ 21 เม.ย. 2021
  • We finally get to see some light shine in our creation with some sunlight! This video identifies when to use VIS materials so that you can continue your workflow optimizing lightmap space and calculations where we can. Become adept at VIS and take it head on!
    Join our discord! We are an active community of over 500+ members that love Source 2 and work together through VC and share-screen to help each other out.
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    Want to follow along with our vmaps? Here they are on our open github for you to download!
    github.com/Eagle-One-Developm...
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ความคิดเห็น • 30

  • @GenericHandle185
    @GenericHandle185 2 ปีที่แล้ว +16

    S2 Mappers: Blocks are worse than quads!
    Also S2 Mappers: *Makes a block with more faces to stop light from shining through the quad*

    • @Chris-je9fe
      @Chris-je9fe 9 หลายเดือนก่อน

      Really dumb mechanic

    • @snaek2594
      @snaek2594 5 หลายเดือนก่อน +2

      Yeah man, I was really vibing with the whole mesh approach up until this point. While I was doing my tutorial map I realized that if I'd just been placing nodraw blocks and then texturing the faces visible to the player (like I was taught to do in source 1 hammer), I would have achieved the same effect without having to micromanage the block light stuff.
      Is there any specific reason that this mesh approach is so much better than the old one?

  • @krypix3l
    @krypix3l 3 ปีที่แล้ว +14

    I've been making maps for about a year now and only now am I realising how much I was doing wrong! This is the best tutorial series by far!

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  3 ปีที่แล้ว +2

      I keep learning new things every week! I hope that with these techniques your levels will be much easier :D

  • @grantb7901
    @grantb7901 11 หลายเดือนก่อน

    Coming from Source 1 hammer to Source 2 after I got s&box access, this series has been very helpful. Thanks for this man!

  • @Midlou
    @Midlou 3 ปีที่แล้ว +4

    So, if I understand correctly, I have to cover my interiors with block light texture. Why not create the map old-fashion way with blocks and light block texture on the outside? You know, like source 1 with nodraw. Excellent tutorial by the way

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  3 ปีที่แล้ว +2

      You dont need block lights on the outside at all. They are only required for the direction facing the light. If you build in blocks, the back faces do not get culled out by the engine and will be rendered. Only build the necessary faces you need.

  • @Argoon1981
    @Argoon1981 23 วันที่ผ่านมา

    Did I miss it or source 2 doesn't have a nodraw material/texture?!
    I never used hammer but have worked with Doom 3 editor, afaik it is similar how to Source 1 hammer works (but with less features...), and in that editor and engine, you build you level using brush's (block's), like in source 1 and the engine, will automatically delete backfaces during compilation! (called dmap)
    And even if it didn't that automatically, you could still do the Quake days trick of using a nodraw (caulk) material has default texture, then you only needed to re-texture the visible faces and all other faces would be automatically deleted at compilation time because caulk forced it, no need to waste time deleting hidden faces!
    Also in Doom 3 editor, making a basic room with blocks, is a single click, you just create a cube like you did, select it and then press "make room" button and the editor will create a room, made of individual blocks.

  • @leegofilms
    @leegofilms 3 ปีที่แล้ว

    Could be interesting to show some built vis boxes loaded in editor. I know on the valve wiki page actually seeing what bad vis looked like helped me understand it a lot better.

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  3 ปีที่แล้ว +3

      Great idea on this - I'll have to show it in another tutorial! I think I'll set up several examples of good and bad vis ahead of time so you can see exactly how it works

  • @AmBush2048
    @AmBush2048 2 ปีที่แล้ว

    Hi, I have a question ; doesn't ambient light still shine through the bottom of the map, such as shown at 4:50?

  • @diabolicaladrenalineguitar3708
    @diabolicaladrenalineguitar3708 3 ปีที่แล้ว +2

    Thank you for the excellent tutorials! I was wondering, will ambient light shine through the level floor if you don't block light under the level?

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  3 ปีที่แล้ว +1

      Ambient light will not show because the block lights above the level are taking away any source of indirect light that may be caused. Since no light is coming from underneath we do not need to worry about blocking down there

  • @Raeffi3
    @Raeffi3 2 ปีที่แล้ว

    how do you "turn off" the skybox material
    for me its always see through

  • @alandao7339
    @alandao7339 2 ปีที่แล้ว +1

    If we apply the solid block light texture to the dome roof where the combine soldier is standing on, wouldn't this inaccurately impact how the scene should look? Given how VRAD simulates light bounces, I believe the roof and the combine soldier would be missing the indirect orange light bounce from the previous dev texture we had on there

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  2 ปีที่แล้ว +2

      Great observation and we actually end up later making this change in a tutorial to reflect just this :D

  • @MultiBigHippo1
    @MultiBigHippo1 11 หลายเดือนก่อน +1

    Hello, I still don't have access to CS2 but based on one of your new CS2 videos I guess that backfaces in CS2 block light. Is it true?
    Are there any other major differences between tutorials in this playlist and CS2?
    Thank you in advance.

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  11 หลายเดือนก่อน +1

      Back of faces blocking light and RT is the big ones

    • @MultiBigHippo1
      @MultiBigHippo1 10 หลายเดือนก่อน

      @@eagleonedevelopmentteam849 Do I have still care about Ngons in CS2?

  • @sharplydressed
    @sharplydressed 10 หลายเดือนก่อน

    whenever i press f6 everywhere with any tiny portion of shadow is completely black and the indirect lighting preview is also completely black

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  10 หลายเดือนก่อน

      Light probe volume and cubemap is in this?

    • @Grizzlywer
      @Grizzlywer 10 หลายเดือนก่อน +1

      toggle shadows with F10, I hope it helps

  • @patriotir
    @patriotir 4 หลายเดือนก่อน

    For cs2 Hammer the prefabs are different. does anyone know any sources because Im lost

  • @Chris-je9fe
    @Chris-je9fe 9 หลายเดือนก่อน

    Why my hands going bright after add light_env?

  • @rovhalt6650
    @rovhalt6650 3 ปีที่แล้ว

    wow. my map is definitely gonna break the engine 😐

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  3 ปีที่แล้ว +2

      The engine does a pretty great job of trying to figure out on its own to help cover! Don’t be afraid to reconstruct the parts of your level instead of trying to patch it up