well, you can use many static lights before your framerate will drop BUT they should not affect characters. to light your character you have to place light probes in the rooms which share lights, one ambient light per level and 3 light sources outside of your level geometry. the 3 lights can lit your whole level, groups of rooms or just one room. that's controlled by room properties and the atmosphere you want to create.
as kilrogg said you can also use the bloom effect to bring in a bit of shinyness. there should be a similar setting to control the blooming effect. dunno the exact name right now. with hsvmatrix you could increase the saturation - but you figured this out already^^
it's a lot of experimentation and the outcome still looks washed out but we have to live with that. the fact that the alpha maps are calculated wrong and that the script got problems with uv seams and tesselation borders and other quality dropping issues is more troublesome.
the good thing is: rpg players are used to "bad" looking graphics :innocent:
who knows, perhaps the lightmapper and the toolset will be updated. perhaps dragon age 2 ships with a better solution (if it's editable) or someone with python and yafray knowledge could rework the script.
with rpg's sdks there are always problems...
Modifié par -Semper-, 14 mai 2010 - 09:03 .