Basic glossary: (partially taken from wiki, and expanded upon in order to provide a "simpler" explanation)
Baked light - this is a light that is pre-calculated when you hit the "generate lightmaps" button on the toolbar. This only affect the level layout as you create it in the level editor. It will not have any effect on items placed within the area editor, nor will it cast shadows for any moving object/create - e.g. the player.
Dynamic light - this will affect the player only.
Static light - this is a non-moving light that is pre-calculated when you generate lightmaps, but ALSO affects placeables and moving objects, which is calculated during gameplay. Too many of these can cause a slowdown in framerates.
Animated - this is a light that can change its properties but not its location. It is not precalculated..This light can be used to simulate the flickering light from (for example) a fire or candle.
Questions:
a) How do you configure the shadow settings of each light places to configure their color/intensity?
c) Do animated lights cast shadows?
Step 1
Create your export area using the purple plus in the toolbar. You can then use the "Exportable Area Properties" dialogue box to configure the sunlight/moonlight for the area. Use the "set Sunlight" button to set it's direction, and then the Color/Color Multiplier options to set its lighting.
Questions:
1a) What does "Char. sunlight can be occluded do, exactly/"
1b) What does character color do? I can only assume it is for lighting the player as a default static light for the area. Is this correct?
Step 2
Create an ambient light. You should only have one of these. Apparently this is used to set the shadows from the sunlight. The suggestions I've read say to pick a dark blue. I have no idea what the color intensity should be. In fact, while I've been able to produce satisfactory results, my changes to the ambient light didn't seem to modify the base shadows much, if at all.
Questions:
2a) What does the ambient light actually do?
2b) How do you change the intensity/color of the shadows for the area's sunlight?
Step 3
Create a light probe. Without a light probe, you cannot show any reflection, and the game cannot calculate how to illuminate characters. (That means the player, among others) As far as I can tell, you only need one light probe, and all you have to do is place it in the area. You may want/need multiple light probes if you've got several bodies of water in your level, but I haven't experimented with it, so I can't say for certain.
Questions:
3a) Are multiple light probes ever needed/useful? If so, why?
Step 4
Render your lightmaps and see what they look like. Click the render lightmaps button, and wait until the process is finished (it may take a while, depending upon your computer). In the view settings (between area export and the speedtree rendering distance) there are two buttons you are interested in. The first is "View Models Fully lit" which is probably on. You want to turn that OFF. The second is to its left, and is "Display lightmaps on/off". You want that ON. Note that if you've just regenerated your lightmaps and that is on, you will need to turn it off and back on again for your results to display.
Step 5
If you want to lighten specific areas (and in most cases, you do), create additional light sources to lighten them. Point lights are the most generally used/useful lights in computer game lighting. Imagine them as a single lightbulb emitting a light of your chosen color within your chosen radius. Obviously, as with a light bulb, the closer an object is to the light, the more light it will receive. Check out the single player levels for some guidance on how to do this for some examples on how to do this.
Step 6
Repeat steps 4 and 5 until you are happy with the lighting for your level. This may take a while.
Questions:
Is there anything else I have forgotten? Any other salient points of wisdom from lighting gurus?
Modifié par AmstradHero, 04 avril 2010 - 08:36 .





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