In our previous tutorials we went over the building blocks of creating levels. In this tutorial, we will learn
how to use dynamic lights to create special lighting effects.
The first thing we are going to want to do is to turn off(or at least turn down) the default light level in our
map. The compiler defaults to using a default light level of 128,128,128. This would
be fine for an outdoor level, but our level is indoors, and we don't want any ambient light.
This is an easy thing to disable, whenever you compile your map deselect the Default Light
Level(RGB) switch. I highly recommend that if you ever create any professional maps that you also turn on
the Radiosity switch. However, this increases our compile time, and is not neccessary
for what we will be doing at this time.
In Tutorial 4 we learned how to use the five lights. However that tutorial
was designed for simplicity, and only covered the most basic topics of lighting. In this tutorial, we will learn
how to create custom dynamic lights within the editor. There is no programming neccessary to create simple dynamic
lights. In the future we will release a programming tutorial on how to create special case lighting(such as the
wateryshimmer effects seen in Unreal).
The most important thing about creating custom dynamic lights is to understand how the dynamic light works. We
will be going over what each of the important dynamic lighting settings actually do. We will not cover the basic
topics such as color and radius sizes again. These were covered in
Tutorial
4.
Radius Function(aza)
This is the most important setting involved in a dynamic light. Notice that the default setting is aza. But what
does that mean? Our lighting size is determined by using an alphabetical value. For example the value a is equal
to the minimum radius size of our light(which we define in the dynamic light properties). The value z is equal
to the maximum radius size of our light. Any letter in between falls somewhere between the minimum and maximum
radius of our light. So the default aza will cycle our lights radius from the minimum to the maximum radius size,
and back again. A setting of azmza would go from the minumum to the maximum, back
down to mid size, then to maximum, before returning to the minumum size.
Interpolate Values(1)
This turns on interpolation of our radius points(see radius function). If this is turned on then you only need to supply the beginning and end points of where our radius should go to. For example aza(the default radius function) would smoothly transform from the minimum radius size to the maximum radius size. However if you turn value interpolation off(by setting it to 0) the same function(aza) would flash from maximum radius size immediately to minimum size.
Speed(2)
This is how fast the lighting changes will take place. The lower the value, the faster the changes will occur.
Model(NULL)
This setting allows us to attach our dynamic light to a model. This is useful for examle if we had a moving platform
with lights on the side of it or whatever.
Now try using your newfound knowledge to experiment with the dynamic light settings. A couple of suggestions
would be to turn interpolation off, and notice how the light appears to flash on and
then off. Now while interpolation is off, change the Speed setting to .1.
You know rapidly moving light that turns on and off. But it looks rather funny. So let's experiment change the
radius function to afcmgzgmcfa and the radius speed to .3.
By experimenting with these values, you can create many different types of lighting effects. If you find a combination
of values that gives a great effect feel free to mail it in. Enjoy!