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9 réponses à ce sujet

#1
Beerfish

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I'm doing a short cutscene vignette kind of thing and am using the orignal campaign level lak300d in my area (Lake Calenhad and docks.)

In the cutscene editor the lighting is perfect when the "Deactivate full brightness and turn on real lighting scenario" button is not pushed.  However when it is pushed and of course in game, the lighting is much darker and the mage tower is pretty well a dark silhouette.  I can lighten up some close up areas of the cutscene by adding a light but still is not brightening up the tower and the general area.

Any tips on how I can lighten up the whole area (it is pretty large in size) without fiddling with the actual level lighting?

If I put a light smack dab in the middle of the area up high in the air and give it a real large radius might that do the trick? 

Thanks for any assistance.

#2
Kilrogg_

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You pretty much have to change the level's lighting and render the lightmaps. If you dont want to adjust the lighting manually  just open up the .lvl file for an existing level that has the kind of lighting you want, export the atmosphere and import it in your level, then render lightmaps.

The huge radius light method will probably look pretty bad and it wont reflect the direction of the sunlight.

Modifié par Kilrogg_, 01 juin 2010 - 04:09 .


#3
Beerfish

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Guess I'll have to try that. I was hoping to avoid learning the whole light rendering process as I don't think I've ever been successful in doing that in my little experimentation with the level editor.

#4
tmp7704

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Beerfish wrote...

Any tips on how I can lighten up the whole area (it is pretty large in size) without fiddling with the actual level lighting?

Might be able to fake it by attaching the da_hsvmatrix effect to the camera and by tweaking the brightness & contrast settings of it. This will be just post-processing so it won't actually add any lighting to the scene, but it may be enough to make it appear brighter?

#5
Proleric

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I don't suppose a VFX would do it? They can emit bright light (albeit over a short distance, in the ones I've used to date).

#6
mikemike37

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best way to affect the whole level is to place 3 or 4 static lights (light grey is a good colour, very large radius) around the OUTSIDE of all of your level a long way away (but still inside their very large radius).

The process is listed in more detail in the very first section here (it talks about the process for rooms, but im sure its just the same for outdoor areas):

http://bg2redux.stud...ialLightmapping

Modifié par mikemike37, 01 juin 2010 - 12:09 .


#7
Kilrogg_

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Honestly doing it right takes about an hour max (and most of that hour is going to be rendering, during which you can do something else outside of the toolset). If you're changing the lighting, your level is going to look like ass unless you render lightmaps properly, and it takes the same amount of effort to export -> import atmosphere than it is to place 4 large static lights.

#8
Beerfish

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Because of the size of the area I'll have to do it the proper way as suggested by Kilrogg_ . I experimented with placing light sources but although it added light to a lot of the area the tower itself was still dark and the front side of it does not light up no matter where I put the lights.



I'm certainly not worried about an hour of processing time when rendering lighting but more along the lines of 'light rendering failed' and then a possible 5 hour search into why it has failed, what threads to search through, what version of software I might have to download etc. Yeah I'm feeling pessimistic these days. :o) In the end however the proper solution is the best over taking shortcuts and I'll want to learn about how to work with light mapping eventually.

#9
Kilrogg_

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The lightmapper doesnt require any configuration besides installing the right versions of Python which are here:



http://social.biowar...set#Lightmapper

#10
Beerfish

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ActiveState Python link is broken.



I loaded a level and exported the atmosphere.

I loaded another level and imported the atmosphere.



I downloaded and installed Python 2.5.4 from the link.

I downloaded and installed win 32 extensions from the link. (Though I'm not sure if it installed correctly. Since there was an error at the end of the install process)



I received the same error as I have in the past when I click on Render Lightmaps



"Could not save lightmap settings....etc"

"No lightmap atlas found....etc"

"Failed to run Eclipse Ray.exe.....etc"

"Failed to submit lightmap layout....etc"