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Level building + Lighting tutorial


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#1
st4rdog

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http://social.biowar...64020/blog/718/

It should take you 10 minutes or so from scratch.

How to create/lightmap a Level for use in an Area:

File > New > Level > Room Level

IMPORTANT - Create a player start. Click flag icon next to lightmapping icons > click anywhere on ground.

IMPORTANT
- Click on "New Area" in top-left list > Object Inspector in
bottom-right > Layout Name > anything under 8 characters no
spaces or strange characters.

IMPORTANT - Right-click in 3D view and select Insert > New Room.

----------------------------------------

Building your room:

Click
Models (blue box) in the Palette in the top-right. These folders
contain everything such as floor tiles/walls etc to build your rooms.

Use DATool
to browse through these quickly to find the floors/walls you want.
Enable Grid Snap with the magnet icon to make sure they line up.

The "prp" folder contains things like beds/barrels to clutter your Level.

If you get "Cannot spawn models into the selected parent object" when trying to place a model then you don't have "New Room" selected.

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Adding lights:

Right-click on "New Room" in top-left list > Insert > New Light

Move
it up off the floor a little. In Object Inspector > "Color
Intensity" 2 or more > "Light Type" Point - Static (lc) > Choose
any bright color.

Copy and paste. In Object Inspector >
"Light Type" Ambient - Baked (this light stops your shadows being pitch
black) > Choose a dark blue colour and keep the Color Intensity
under 2/3.

I'm not sure what the mix of Baked/Static light is
supposed to be. If you just put a Baked + Ambient it complains about
not having Static, but if you put a Static + Ambient it seems to work
fine, but the wiki says Static is the most expensive.

----------------------------------------

Rendering lightmaps (getting the shadows):

Press the Render Lightmaps icon (you need ActivePython 2.5
installed to default location). When it's done click the Display
Lightmaps On/Off icon in the top-left to refresh the results. Uncheck
the "View Models Fully Lit" icon in the lop-left. You should see
shadows from any objects you've dropped in.

Lightmap-atlas messages might appear the first time you render. That seems normal.

Sometimes
re-rendering the lightmaps messes them up badly when Display Lightmaps
On/Off is on. It doesn't seem to use the latest lightmaps. Try pressing
Display Lightmaps On/Off a few times to update it. If they're still
messed up sometimes one of these fixes it (don't know which) -
unloading/reloading your Area or Level/changing your Area's layout property/posting your Level to Local.

----------------------------------------

Exporting:

Press
the Do All Local Posts icon to the right of the lightmapping icons. It
will export the name you typed into the "New Area" "Layout Name". If
there's a complaint about walkable/player start then delete your old
start then place a new one on a flat area.

Save your .lvl file. It's not used by the game and the name/location doesn't matter. Only the exported/posted files are used.

----------------------------------------

Using this in an Area:

File > New > Area > Any Name

In
the Object Inspector > Area Layout you should get a "..." box (make
sure it's Checked Out) > click then select your "Layout Name" which
should now be there.

Now you have a pretty level lightmapped level inside an area.


See Wiki page here - http://social.biowar...Editor_Tutorial

Modifié par st4rdog, 14 février 2010 - 08:36 .


#2
indio

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*bump*



I'm about to start this process. Can we get this thread stickied please?



Without this necessary information, I've been unable to get a simple level into an area, and thus an area loaded in game.



Thanks for this herculean effort, st4rdog. There's nothing on the wiki that comes close in relation to this subject.

#3
Highlen

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nice could you add this to the toolset wiki?

#4
ixobelle

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awesome round up.

#5
Mersozz Yelo

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Thanks for the assistance. Please sticky this.

#6
Vormalon

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This is awesome, thankyou so much. Just... please could you give this here noob one more pointer? How do you control the camera in the level builder?



I can move left and right, and i can zoom in and out, but i cant figure out how to rotate, move up and down/back and forward, so i can hardly see the level im creating with my currently quite limited view.



I looked on the wiki but it only tells you how to move the camera in the area builder and those controls dont seem to work in the level builder.

#7
st4rdog

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Middle-mouse rotates. Arrows/WASD lets you move around. You might need to click the WASD button in the top-left.

#8
PavelNovotny

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Do you need to make any change sto this when working with a terrain level?

#9
Xaemoon

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The toolset isn't very intuitive compared to Neverwinter Nights and its sequel. You really need guides to figure out how to do the simplest of things unless you're pretty familiar with using really open-ended tools. The toolset does not tolerate user error whatsoever. It wasn't really designed to be as user-friendly as previous generation toolsets, as far as I can tell. If you know what you're doing, you shouldn't have any problems. If you don't know what you're doing, however, the toolset will often remind you of that.



Building a simple room in this toolset reminds me of how hard it was to learn to script in NWN with no previous experience. The script tool would say: "Error: Line 9. Unknown State in Compiler". No explanation other than "There is an unidentified problem on line 9". Eventually, I did learn how to script and generally what those errors were referring to, but the point is.. this is just like that. Lots of ways to mess up and pretty generic error messages that impede your understanding of what you've done wrong.



There is a learning curve, and I'm glad that people are taking the time to try and help out. Thank you. :)

#10
Vormalon

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st4rdog wrote...

Middle-mouse rotates. Arrows/WASD lets you move around. You might need to click the WASD button in the top-left.


This doesnt seem to work. Is there an alternative way? There should be since not everyone HAS a middle mouse button. I do, but its not rotating the screen :unsure:

#11
johnbgardner

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To rotate the screen, use ALT+hold middle mouse button.


#12
Allan Smith

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did some minor edits for formatting and added this to the wiki at http://social.biowar...Editor_Tutorial
It currently is not linked from anywhere, but our wiki guy can take care of that. Feel free to refer to this page and edit away.

Thanks for getting this started St4rdog

Modifié par Allan Smith, 13 novembre 2009 - 01:44 .


#13
indio

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Love BioWare devs. More action, less bureaucracy.

#14
Lostprayer

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when rendering lightmaps i get "Could not find an area to export" this is done in an terrain level

Please help

Modifié par Lostprayer, 22 juin 2010 - 07:04 .


#15
midnightgeek

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You have to create an exportable area.

Read this tutorial, the information you need is at the bottom of the page.

http://social.biowar...Editor_Tutorial


#16
-Semper-

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detailed info about exportable areas can also be found here.

Modifié par -Semper-, 22 juin 2010 - 10:19 .


#17
DahliaLynn

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Would anyone know how I could add lighting effects to an already existing in-game area in the *cutscene* editor?  (I do not want to edit the area itself as it is used in -game) I would like to add how the light hits an actor for example. for ex.  a silhouette/ shadows. Would there be a way I could do that without overriding the area lighting? And if so, how? (is there an VFX for what I am looking for?)

Edit: I decided to use the default "insert light" option and turn it on/off per cam shot so I wouldnt lose area lighting in other shots..
not the best solution..but for now it will suffice.

Modifié par DahliaLynn, 20 juillet 2010 - 11:13 .


#18
whitney01

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I really thank you for sharing the steps for level building and lightning. It really help me. I know now how to do it.

thanks,
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