
Now that we have the basics covered in terms of what the lights do and which one we need to use, we can move on. Of course you their use isn't exclusively for outdoor areas but rather anywhere you need a good 'fill' light. The most useful lights for outdoor maps in Doom 3 are parallel lights as they approximate 'soft' or 'area' lighting (relative to the Doom 3 engine that is), exactly the type of flat light you get when outdoors. Outdoor lighting - which lights to use for outdoor maps? ^ Keep this in mind when designing maps that have outdoor and indoor areas, you need to keep and eye on light volume overlaps. This also tends to make parallel lights dimmer than their point light counterparts, so you often need to increase the physical size a parallel light's volume well outside the area of a map you want to influence in order to get an equivalent brightness to that of a point light. It also reduces the heavy 'spotting' or 'hotspots' associated with point lights (visible in the top image) because of the way light is distributed inside the lights volume. Hit F7 to go into and refresh render mode to see the different light types in effect (there's a bug in the Doom 3 editor that means parallel lights don't display properly, you may find you have to manoeuvre yourself around a bit before you see anything).Īs mentioned above, parallel lights tend to flatten the effect of light quite a bit it's more or less a 'flat fill' light so everything can be evenly lit. 'Parallel' light showing illumination effectĭesign note: save (or copy/paste) the text from the sample map to your base/maps folder as ' lighttypes. Point lights create 'hotspots' or 'spotting' if placed to close to surfaces (as shown below).

This is the most commonly used type of light.

Lights work by basically spherically projecting light from a point in space (the light entities 'point of origin' or 'centre point') so it fades in a spherical pattern towards the light volumes bounding box limits. Lights in Doom 3 have three basic settings all of which are based on 'point' illumination, that is, light emitting from a point in space rather than a 'volume' or 'area' of space. Overview - the different types of lights point, projected & parallel ^
#Android doom 3 map editor how to
The same principle gets tricky to use for 'outdoor' scenes precisely because it is based on Doom 3's standard 'point' lights what outdoor scenes need is 'area light(ing)', but as Doom 3 doesn't have that, this tutorial will discuss a method to approximate it using what's available.Īs with the previous tutorial it's assumed that you know a little bit about editing how to create, place and edit light entities, and move around the editor.
