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Terrain lighting values


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22 réponses à ce sujet

#1
Guest_dewkl_*

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I've read that the sunlight is broken and that you have to use ambient and baked lights instead. What kind of lights and values do people use? What have you set ambient light to? One hug static light? How high distance? Intensity? I just need an example and I'll go from there. 

I'm also wondering if it's possible to get some fake level editor lighting for the terrain? I can't see much here because it's so dark. 

Modifié par dewkl, 24 mai 2010 - 12:27 .


#2
Kilrogg_

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I've made three exterior levels so far and haven't seen the sunlight being 'broken'.



There are 2 elements to the environment lighting: sunlight and ambient light. I generally steal atmosphere settings from a similar OC level, along with the ambient light from that level, and tweak it from there, and haven't had any problems.



I actually don't place 'character' static lights in my exterior levels since I'm satisfied with the normal lighting, it's just important to remember to put a light probe in the level and render/post from Single Player, otherwise you won't get proper character lighting.

#3
Guest_dewkl_*

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I noticed it was for the 0.9 version, so it probably got fixed with the latest version. Thanks for the help, I'll go look at some similar levels.



By the way, how can I set the area (export area) to be larger? (The green square with the yellow square around it)

#4
-Semper-

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can confirm what kilrogg said: sunlight aint broken. the first version of the lightmapper (1.01) was not able to render sunlight properly - luckily that was fixed^^

it's enough to enable sunlight, place an ambient light with dark color to darken the shadows and at least one light probe to correct the light the character recieves. special character lights are not needed. the sunlight does a really good job.

beware: if your are using static lights in an outdoor scene than get sure that one chunk is lit only by one single static or animated light, else the lightmap of this chunk will be bugged. you can use baked lights without causion.

first click define area within area properties and drag your playable area (green cell) on top of your level. you can adjust the vista area borders (green and red cell) within the area properties too. scroll way down then you should find the appropriate fields ;)

Modifié par -Semper-, 24 mai 2010 - 01:39 .


#5
Kilrogg_

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dewkl wrote...

By the way, how can I set the area (export area) to be larger? (The green square with the yellow square around it)


In the Exportable Area Properties (where you set the atmosphere info), click Define Area and drag over your entire area from an overhead view.

#6
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Is it possible to make the ground darker without making the trees completely black? My color multiplier is at 0.5. If I put it any lower, the trees just become black silhouettes. The ground is way too bright as it is now.

Also my water suddenly won't show up for some reason. It was working a few compiles ago.

Do I have to post trees or what it's called after every compile? If I haven't changed trees, but rendered new lightmap? EDIT: seems not.

Modifié par dewkl, 01 juin 2010 - 07:25 .


#7
Proleric

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The water issue is fixed by rendering lightmaps in Single Player (I usually delete all erf files and the local post folder first, just to make absolutely sure that no historical garbage gets included). Not sure about the other issues.

#8
JasonNH

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dewkl wrote...
Do I have to post trees or what it's called after every compile? If I haven't changed trees, but rendered new lightmap? EDIT: seems not.


Right, you only need to post the trees to local when you add an entirely new tree controller. Even if you add more trees of the same kind that you have already posted once, you only need to export the level but you do not need to post the trees to local again.

#9
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Proleric1 wrote...

The water issue is fixed by rendering lightmaps in Single Player (I usually delete all erf files and the local post folder first, just to make absolutely sure that no historical garbage gets included). Not sure about the other issues.


rendering lightmaps has nothing to do with disappearing water meshes! you have to post your level to local from single player - that fixes the issue with teh water.

#10
Guest_dewkl_*

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 I don't know if it's the engine's fault or mine, but I find it difficult to create dark outdoor environment. By dark I mean something like this or this or this.
The darkest environments in the game (that I know of) are Lake Calenhad and the Camp which are still pretty illuminated with blue. The ground receives much more lighting than the trees, which makes it unbalanced when you tone down the lighting. The game is probably not meant for this, so it's understandable.The only way I can think of achieving what I want is by just going manual, tuning down the sunlight and do it manually with baked lights. It's just for a cutscene anyway.

#11
ChewyGumball

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That second image has been ridiculously colour corrected so you aren't gonna be getting that with just lights. The third one actually has no light coming from the moon, just a spot light in the upper left corner. The contrast in the first one is also quite high. You must understand that the human eye changes relative brightness quite quickly and easily and a monitor can't mimic that. There are just some things that you can not produce. HDR is a step in that direction, but there is no hdr here :(

#12
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I'm aware of that the pictures are not lit solely by sunlight, and that some are edited. The point was to demonstrate a dark environment. It's not HDR-quality lighting I'm requesting, but simply something darker than this without losing quality drastically (note; ingame is much brighter).

#13
ChewyGumball

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Whats the setup there? Most games make lighting exaggerated to make it easier to light levels and to make sure people can see what they are doing. You may just have to make your lights ridiculously low power. Also, with ambient /sunlight, nothing will go below that value unless in direct shadow from a model which casts shadows (IE not terrain).

#14
Kilrogg_

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Try copying the atmosphere settings and ambient baked light from Lake Calenhad and tweaking it from there (the Color Multiplier of the moonlight and color of the ambient baked light).

You can also use some of the post-processing effects (like hsvmatrix) to slightly desaturate your level, which would help get a look similar to the images you linked.

Whatever you do though its going to be very hard to get the look you want simply because trees don't cast shadows in this engine, so the terrain lighting will always seem a bit too bright.

Modifié par Kilrogg_, 01 juin 2010 - 05:14 .


#15
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I've been constantly changing the values back and forth, bu the last were;

Sunlight:

Color: 0.20,0.20,0.20

Multiplier: 0.5



Ambient:

Color: 0.02,0.09,0.18

Intensity: 0.5

#16
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Kilrogg_ wrote...

Try copying the atmosphere settings and ambient baked light from Lake Calenhad and tweaking it from there (the Color Multiplier of the moonlight and color of the ambient baked light)..

That's what I've done so far. I've set the exact same values and attempted to tweak it from there. I'd like to see the values for the Camp, but I can't find the level file. I'm going to try desaturate, thanks for the tip.

#17
-Semper-

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the camp level file is named brc999d.lvl. i would try to get a similar atmosphere through hsvmatrx. there's also a field for brightness.

#18
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How does that work? Why are there two sets of brightness/hue/contrast fields? Does one override the other?

#19
-Semper-

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in areadatas there is only one set of fields for brightness, saturation, hue and contrast. dunno what you've seen^^



the color curve is like a color slider which applies a filter above your rendered ingame screen. you can just recolor a cc that ships with dragon age. they're stored within the textures.erf in dragon age install/packages/core/data/

#20
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There's brightness/contrast/hue settings under hsvmatrix too. I've always used the areadata to edit, it doesn't seem like anything I do in the hsvmatrix field take effect.

#21
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within the areadata there's only the set for these adjustments for hsvmatrix. so where's the second set you talked about? it takes effect but it's hardly noticeable. these postwork settings are better used in cooperation with a color curve.

you can easily see the effect if you're pushing the saturation down to 0. now loading your area will result in a grayscaled picture ;) if that aint the case then there's something wrong with your area id.

Modifié par -Semper-, 01 juin 2010 - 08:08 .


#22
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I should have clarified in the last post, but I know how to use the areadata (I think it was you who explained it a few topics ago) :-). My buffer effect is working, I've desaturated and set cc.

What I meant is this: http://img199.images.../7818/buffn.gif

Modifié par dewkl, 01 juin 2010 - 08:14 .


#23
-Semper-

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the settings in the toolset are just there to get a realtime preview of your level and take no effect if not set within teh areadata. only da_bloom and da_fade take effect when you post your level to local.