Would it be possible to rewrite the lightmapper?
Bioware level lighting vs public toolset lighting (picture)
Débuté par
Guest_dewkl_*
, mai 14 2010 12:40
#26
Posté 17 mai 2010 - 07:20
#27
Posté 17 mai 2010 - 08:12
yes, the source code is available. but i think this needs indeph knowledge of both the game engine and yafray. it seems that the support for the toolset drops to a very low level because bioware is busy with dragon age 2. however there are hardly dev comments anymore...
@devkl: you could try another color curve which is not so saturated. cc_urn210 better suits to dark bluish dungeons.
@devkl: you could try another color curve which is not so saturated. cc_urn210 better suits to dark bluish dungeons.
Modifié par -Semper-, 17 mai 2010 - 08:14 .
#28
Posté 17 mai 2010 - 08:25
Where is the sourcecode?
#29
Posté 17 mai 2010 - 08:53
To my knowledge its just a python script in Program Files/Dragon Age/tools/lightmapper
#30
Posté 17 mai 2010 - 08:57
no. the lightmapper was shipped with the sourcecode because yafray is open source. have to find it, one moment pls^^
there it was: second link
the python script just links yafray (open source renderer) to the toolset and therefore to the eclipse engine. i think the community have to relook the sourcecode and better attune to it the engine somehow.
there it was: second link
the python script just links yafray (open source renderer) to the toolset and therefore to the eclipse engine. i think the community have to relook the sourcecode and better attune to it the engine somehow.
Modifié par -Semper-, 17 mai 2010 - 09:01 .
#31
Posté 17 mai 2010 - 09:10
That's the source code for v1.0 though, we're up to 1.2, so a few things might be missing from that one.
#32
Posté 17 mai 2010 - 09:26
that's the only thing we have got so far to throw our brains at. at least there's a manual included^^
as long as james wont respond to this threads that's the only hope left :innocent:
as long as james wont respond to this threads that's the only hope left :innocent:
Modifié par -Semper-, 17 mai 2010 - 09:26 .
#33
Posté 17 mai 2010 - 10:21
#34
Posté 16 juin 2010 - 09:29
I can not for the life of me get the custom hsv settings to affect my custom level. I've tried setting the AREA_ID to one of Bioware's and I know it is working because it controls the "Area Unlocked" message appearing when setting foot in the zone for the first time. But there is absolutely no difference in the appearance of the level. I've even made my own custom 2DA with unique AREA_ID and same results: other settings are working but no lighting effects are being applied. Any ideas?
Update: I can see and modify hsv, bloom and fade effects in the level editor but after exporting they are not visible in the area editor or in game. Is there something I need to do to enable these effects?
Update: I can see and modify hsv, bloom and fade effects in the level editor but after exporting they are not visible in the area editor or in game. Is there something I need to do to enable these effects?
Modifié par midnightgeek, 16 juin 2010 - 10:24 .
#35
Guest_dewkl_*
Posté 16 juin 2010 - 10:59
Guest_dewkl_*
What ID's have you tried? Try "1240" if you haven't, take a screenshot with/without to make sure it's not just something you aren't noticing. The hsv values in the level editor will only affect the preview in the editor, not the module in-game. Just setting da_hsvmatrix in a buffer field and posting the level should work, and of course setting an area ID and exporting that area.
#36
Posté 16 juin 2010 - 11:00
It has something to do with my custom level. If I switch to a premade level for the area layout (i.e. "arena") the hsv effects specified in my 2DA magically show up. I'm still digging for clues but if anyone knows the answer feel free to chip in 
Update: I had a previous version of that level in an addin module that was enabled in the downloadable content menu, so it was overriding my changes with an older version. Once I disabled that module it starting working. D'oh! ><
Update: I had a previous version of that level in an addin module that was enabled in the downloadable content menu, so it was overriding my changes with an older version. Once I disabled that module it starting working. D'oh! ><
Modifié par midnightgeek, 16 juin 2010 - 11:18 .





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