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Lighting precision in orange box (Forums : Coding & Scripting : Lighting precision in orange box) Locked
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Jun 8 2013, 11:43am Anchor

Hey all, hoping to get a little help with this question.

While it's possible to achieve some interesting effects with the vanilla lighting pipeline in orange box (utilizing sprites, and tricks, etc)
I feel that the actual lighting itself is blotchy, unattractive and leaves something to be desired. (in my humble opinion, anyway)
I want to improve the overall precision of the lighting (ten fold if possible!) while adding softer edges, more realistic shadowing, to give it an almost dynamic feel.
Has anyone had any experience with improving this? maybe some Tips for overall improvement or a point in the right direction?
any help is greatly appreciated!

SinKing
SinKing bumps me thread
Jun 11 2013, 7:17am Anchor

I think the last time lighting was improved in a Source Build was for Portal 2. I'm not sure if that is the same SDK as Orange Box or ifit is later. So checking this out might be worth it.

On a different note: why try to achieve something in Source that the engine is aching to do? There are better options if you are looking for true dynamic lighting. Unity and Cryengine even support the use of image based lighting, as you can see in this example:

Skyshopdemo.s3-website-us-east-1.amazonaws.com

Try Unity or UDK or Cryengine for better lighting. Source is based on an engine that is based on an engine that is pretty old now ^^

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Jul 3 2013, 2:02pm Anchor

Thanks a lot for the insight. I checked out cryengine 3 a long time ago and though about using it as a base for my game but after a few months of trial with it I deduced it wasn't the engine I need. Unity might be a decent runner up but workflow in source is so simple and fast paced that it's easy to create the atmosphere I'm going for even if light diffusion is blocky and archaic (and even if the dynamic lights seem to only work about 15-20 percent of the time heh...)

Very impressive demo though.

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