Mimicking Beast Lighting in Mirrors Edge Tutorial
By Faparith.
Ok hi, in this tutorial I will hopefully show you how to get similar lighting effects to the Beast lighting system. Unfortunately, the Beast lighting system wasn't included with the Mirror's Edge editor so if you want to get similar effects to official ME maps you will need to use the Unreal Engine 3 lighting system.
Here you see two pictures from ME that show some of the lighting effects
you will learn how to mimic.


A scene from ME with Beast lighting.
A highlight of one of the effects of Beast lighting. (colour
bouncing).
Now to start the actual tutorial.
1:
Start the Mirror's Edge Editor and create a new map. In
the map change the builder brush properties to X:1024 Y:256 and Z:512.
Check the "make hollow" box, and set the wall thickness to 16. Then click build,
and after that click the csg:Add button. And tada, you should have a hollow cube
to work with! Use the mouse to move your 3D view inside the box you just made, and make sure you click the "unlit" option so you can see the walls before you add a light.
2: Next open the generic browser (View->Browser Windows->Generic). Then with the generic browser open, go to the File->Open... menu option. Select "All Files" from the drop down box, and browse to your ME install folder. Then go to "TdGame\CookedPC\Interiors\i_Maintenance.upk" and click open. That loads up the package containing the textures that we will be using.
3: Now in the 3D view, select all four walls (hold the control key to select more than one thing at once). Then go back into the generic browser and select the material "M_BricksLarge_01". You can use the binoculars button to search for it, and you may need to go to the Interiors category (on the left side of the Generic browser), right click i_Maintenance, and select "Fully Load". Now when you look back at the 3D view the walls should look similar to the picture at the top of the page. While in the 3D view, look at the roof. Then hold the "L" key and click on the roof. This will place a normal point light in the scene. You will probably need to move it down a little bit so it does not clip through the roof, otherwise your room will not be lit.
4: Now that we have our scene ready we can start to add those fancy lighting effects. :) For this, look at the scene, and notice that the most prominent colour you see is green. This is the colour that will be reflected on the white bricks. Now I'm going to show you the easy and basic way to get the green effect. Add another light to the scene and position it in the middle of the hall. Now double click the light to open the properties window. Expand the "Light" and "LightComponent" tabs and scroll down to the brightness option. Change it to 0.5. Then uncheck all the boxes that say something about casting shadows and scroll down to the light colour option. Click the arrow button to it select a colour from the scene, and select the green part of the wall (make sure the light colour option shows a green colour now). Now we're almost done! All that's needed is to adjust the brightness of the first light we placed. Select it and change its brightness to 0.25.
5: Now to build the level and test. Select the Build->Build All menu option. Once the build is complete, right click on the floor in the 3D view and click "Play from here". Now you can check out the results:

Not quite as good as Beast (why else would DICE use it), but fairly decent I think. This tutorial only shows the basics, and if you want better effects you might try using spot lights, directional lights, or TdAreaLights. These can be accessed through the generic browser under the "Actor Classes" tab and "Light" category. You can also experiment with the different properties like brightness, and see if you can get better results. I hope to revise this later and add more about directional lights and such.
If you want to contact me my E-Mail is Faparith at yahoo.com (replace the "at" with @). Just note I might take a while to reply so be patient. :) Thanks for reading.