Call of Duty 2: Lightning Documentation

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Lighting with COD Tools is a fun and wonderful experience to be had by all! That is why I thought I would write up this handy document describing how to use our lighting system, as well as add few tips on giving your maps some drama.


World Spawn

This is where you set the overall look for your map lighting.

There are two ways to edit worldspawn settings. After opening a map in radiant, press the “n” key. You can access the worldspawn settings and input values into the key and value boxes.

The other (preferred by me) way is to open the map in a text editor and change the values that you find at the top of the page.

By default, the lighting settings are empty. You can input them manually or just copy and paste from another map to get started.


Direct Light

Direct light is basically anything that is in a direct sunlight. This is where most of the normal and specualar values can be seen.


sunlight

  • Sundirection # # #: The axis are based on world space not local to the light. The first number is the north south axis. The second number is the up down axis. The third is the axis through the light and therefore usless.
    • # 0 0 0 --- light comes from the right
    • # 90 0 0 --- light comes from the bottom
    • # -90 0 0 --- light comes from the top
    • # 0 90 0 --- light comes from the top
    • # 0 180 0 --- light comes from the right
  • sunlight #: The brightness of the sun light. Values over 1 will be overbright.
  • suncolor # # #: there are 3 values to set for suncolor. Radiant uses a range from 0-1 instead of 0-255.


You can pick the rgb values you want and then divide that number by 255 to get the value that fits in the 0-1 range.


Indirect Light

Indirect light is anything that is not in direct sunlight. Bump and spec values are about 30% intensity.


Shadows and Shade

  • ambient #: This is the amount of ambient light added to the scene. I usually use ambient to set what I want the darkest dark to be. If you go too high the map tends to look flat.
  • _color # # #: This is the ambient color value.(Isnt it obvious?) Use the same method for _color as for the suncolor to get the ambient color. This value also mixes with the sun color.
  • diffusefraction #: This is the brightness of the indirect light source. If you use a value of 1, sunlight is not visible.
  • sundiffusecolor # # #: THis is the color of the indirect light source..
  • bouncefracion #: This is the intensity of the GI calculation. Higher numbers result in flatter shading where light is present.


Sources: Infinity Ward Docs