Home
Halo 2 Editing Kit Tutorial Prev Page Prev Page
Welcome
Introduction
About the Halo 2 Map Editor and its Tools
What's new in Halo 2 Editing
Technology Overview
The Halo 2 for Windows Vista Engine
System Requirements
Definitions & Terms
Definitions & Terms
The Development Environment
Map Editor Contents
Map Editor Installation
Additional Tools and Utilities
Development Tools Overview
.ass Exporter
Halo 2 Tool
Halo 2 Guerilla
Halo 2 Sapien
Halo 2 Map Editor Launcher
Using .ass Exporter
Using .ass Exporter
Using Halo 2 Sapien
Asset Manipulation Gizmo
Halo 2 Sapien Game Window
Halo 2 Sapien Menus
Placing Objects
Placing Lights
Spawn Zones
Decorator Brush
World Ruler
Reset Object Z Height
Gravity Lifts
Teleporters
Sound Effects
Kill Trigger Volumes
Adding Extra Vehicles & Turrets
Game Types
Game Types
Assault
Capture The Flag
Juggernaut
King of the Hill
Oddball
Slayer
Territories
Using Halo 2 Guerilla
Sky Boxes
Sky Light Values
Starting Equipment
The Object Palette
Description Text
Location Text
Map Shots
Using Halo 2 Map Editor Launcher
Using Halo 2 Map Editor Launcher
Halo 2 Tool Level Creation
Halo 2 Level Creation
Import Structure
Generate Lightmaps
Import Descriptions
Creating Unicode Strings
Building Cache Files
Halo 2 Tool Texture Creation
Import Bitmaps
General Level Design Information
Design Style Guidelines
Technical Design Rules
Design Suggestions
Player Statistics and Metrics
Equipment List
Weapons
Vehicles
Multiplayer Level Design
Getting Started
Tutorial 1: Creating an Environment in 3ds Max
Tutorial 2: Exporting an Environment from 3ds Max
Tutorial 3: Importing an Environment to Tag Format
Tutorial 4: Placing Spawn Points Using Halo 2Sapien
Tutorial 5: Creating and Editing Environment Tags Using Halo 2 Guerilla
Tutorial 6: Synching Tags and Launching into the Game Environment
Portals
Additional Resources
Links
Console Command List
File Specifications
.ass File Specification
Credits
Appendix
Sample .ass file

Sky Light Values

Previous Topic  Next Topic 

Light direction, color, and intensity are set in the .sky file. Open the .sky file in Guerilla to edit these values.

To make a new sky for each level, create one from scratch, or copy an existing sky and modify its settings in Guerilla.

To edit the sky

1.      In Guerilla, open the .sky file (typically, in tags\scenarios\skies).

2.      Edit the following sky properties for your scenario.

Light Values

Four values control the overall lighting of your level: ambient light, light direction, light color, and power.

Ambient Light: The minimum light value a surface is allowed to have even if not exposed to direct light. Halo 2 for Windows Vista uses two types of ambient light: outdoor and indoor.

·        Outdoor ambient is the minimum brightness of any location exposed to the sky. This includes places that are in shadow but from which the sky surface can still be seen. Darker values are typically used for dramatic lighting conditions such as a sunset. Light values are perfect for a sunny day where light would naturally flood the scene.

·        Indoor ambient is the minimum brightness of any location not exposed to the sky. This could be underground or far enough inside a building so that no sky is visible. This will typically be black or close to it.

Light Direction: The direction of the sun. A compass direction and an inclination can be specified.

Light Color: The color of the light projected from the sun.

Light Power: The intensity of the sun's light. Halo 2 for Windows Vista simulates light bouncing, so light power controls brightness and how much sunlight scatters around the scenario. Most levels assign a power between 0.2 and 0.4.

Specifying Ambient Light

Under Ambient Light, two sets of RGB values and a box showing the current ambient light values are displayed. These values control the color and intensity of indoor and outdoor ambient light. Click the current value display box to adjust the light values.

Adjust the color and brightness as appropriate for the scenario, and then click OK.

Specifying Light Direction

Light direction depends on two settings: Yaw and Pitch. Change the Direction setting under Lights.

Yaw is the compass direction from which the light is projecting. 0 Projects light from the positive x direction (from the east in a 3ds Max top view).

Pitch controls the light's inclination. With the setting at 0, the sun would be on the horizon. Set the pitch to 90 to place the sun directly overhead. Adjust to the proper time of day for the scenario. Pitch also determines scenario shadowing.

Specifying Light Color

Radiosity primarily affects objects open to the sky. Under Radiosity, the current RGB values of the light are listed next to Color along with a box that shows the current color. Click the box to choose a new color or adjust the RGB values manually.

For daytime sky, a white or light orange color works well. For an evening sky, try a pale blue.