Anyone else struggle with lighting in the level editor? I know I did, but after a while I found a way that works for me. If you're new to level editing and want to know the basics of lighting try the tutorial below... or if you keep hitting errors in your lightmap and can't figure out why, then maybe the troubleshooting section at the bottom has something for you.
http://bg2redux.stud...ialLightmapping
Please let me know if there are any errors/omissions, I'm happy to add them.
Happy lighting folks!
Lighting - a Tutorial with troubleshooting section
Débuté par
mikemike37
, mai 11 2010 12:28
#1
Posté 11 mai 2010 - 12:28
#2
Posté 11 mai 2010 - 02:35
Very nice. Lighting is one of the trickiest elements to get right with this toolset and any clearly written, well thought out tutorial is a welcomed asset.
Modifié par JasonNH, 11 mai 2010 - 02:36 .
#3
Posté 11 mai 2010 - 07:20
btw the intensity of the ambient light DOES matter - it's just wrongly calculated! if you are using a shared lighting room for character lights then it's better to give them a radius of 2000 or above to cover all corners with the same intensity and just place 3 lights aorund your whole level (if the atmosphere is the same) or the appropriate room.
you should add that you absolutely need a light probe. else your shadows will be too dark. you should also add that if your are creating an outdoor level you could only use one single static/animated light to lit one chunk. else your lightmap will be corrupted. and better not use models with alpha maps - sadly they're also calculated wrong.
oh... and finally: renaming your area doesn't solve a single issue. you could also just delete your lvlworkspace folder and your .erf file - it's the same outcome as renaming. the whole script is not attuned right to the engine and therefore only replacing lights or fixing the models by ourself helps.
if you're encountering other issues then please post them here. at least this keeps the thread alive^^
with this script there is absolutely no happy thing about it
....
you should add that you absolutely need a light probe. else your shadows will be too dark. you should also add that if your are creating an outdoor level you could only use one single static/animated light to lit one chunk. else your lightmap will be corrupted. and better not use models with alpha maps - sadly they're also calculated wrong.
oh... and finally: renaming your area doesn't solve a single issue. you could also just delete your lvlworkspace folder and your .erf file - it's the same outcome as renaming. the whole script is not attuned right to the engine and therefore only replacing lights or fixing the models by ourself helps.
if you're encountering other issues then please post them here. at least this keeps the thread alive^^
mikemike37 wrote...
Happy lighting folks!
with this script there is absolutely no happy thing about it
Modifié par -Semper-, 11 mai 2010 - 07:31 .
#4
Posté 11 mai 2010 - 09:14
I haven't found Ambient Light intensity to matter for outdoors levels. I've tried values ranging from 1 to 0.001 and saw no difference.
#5
Posté 11 mai 2010 - 10:33
semper: thanks for your feedback - ill add those into the tutorial shortly. I regret I hadn't got around to investigating light probes. Can you confirm - is one needed per room / chunk, or is one in an entire level enough? I notice bioware place many, but I also note that there are many differences between their lighting and ours.
renaming the layout certainly seemed to remove the corruption you mention for me (by forcing it to start from scratch again) - i had tried deleting the only files i could find but it wasn't working for me. I'll try it again though, since its much tidier than renaming the layout. To clarify - where can I find the lvlworkspace folder? is that the one in the temp folder of my docs? full path would be greatly appreciated since i couldnt figure this out on my own...
again, thanks for looking it over.
renaming the layout certainly seemed to remove the corruption you mention for me (by forcing it to start from scratch again) - i had tried deleting the only files i could find but it wasn't working for me. I'll try it again though, since its much tidier than renaming the layout. To clarify - where can I find the lvlworkspace folder? is that the one in the temp folder of my docs? full path would be greatly appreciated since i couldnt figure this out on my own...
again, thanks for looking it over.
#6
Posté 12 mai 2010 - 04:45
i swear i saw a difference between the intensity of 1 and .0000000000000000000000001. there are no visible differences in the range of .5 - that's the fault i talk about.
light probes: right now they are also calculated wrong. they all got the same mirrored texture. so u need only 1 per rooms which share lights (or 1 per room if you rooms are not lit by other ones else your shadows are bugged).
renaming really doesn't help. i think before renaming you changed models and/or lights and therefore you got another shadowmap. you can start the process from scratch by just deleting your .erf file (placed in the same folder as your .lvl) and the folder called after your arealayout within the lvlworkspace (my documents/bioware/dragon age/toolset/lvlworkspace)
light probes: right now they are also calculated wrong. they all got the same mirrored texture. so u need only 1 per rooms which share lights (or 1 per room if you rooms are not lit by other ones else your shadows are bugged).
renaming really doesn't help. i think before renaming you changed models and/or lights and therefore you got another shadowmap. you can start the process from scratch by just deleting your .erf file (placed in the same folder as your .lvl) and the folder called after your arealayout within the lvlworkspace (my documents/bioware/dragon age/toolset/lvlworkspace)
Modifié par -Semper-, 12 mai 2010 - 12:58 .
#7
Posté 12 mai 2010 - 09:38
many thanks - changes made.





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