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Problem creating a level at night


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#1
errant_knight

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I used the atmosphere from the Party Camp. The skydome model is sb_night. Atmosphere Cloud is almosrt black, but look at this:

Posted Image

Anyone know what's going on?

#2
Lord of Fangs

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Do you have your proper exportable area selected from the top dropdown? I ran into the exact same thing on one of my levels and was wondering why the sky looked that way, and it turned out it somehow defaulted to another exportable area with a differently set atmosphere when I loaded up the toolset.

Edit: Or you might have the atmosphere settings toggled off in the viewport, it's the button to the left of the show chunk boundaries toggle.

Modifié par Lord of Fangs, 21 août 2010 - 01:22 .


#3
errant_knight

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Lol! I bet it's your edit! And when I think of how much rendertime I just wasted....heh! I checked the exportable area earlier, andit's not that. Well, I'll load up the toolset and see. (note to self--read the manual, sometimes ;) )

Edit: Nope that wasn't it, that was set right, and had been earlier, but it was fixed anyway. Why? I don't know.... It's magic!! :) Well, as long as it looks right. I'm learning that, when in doubt, turn orr the toolset, cross your finger, restart, and hope it's a miracle. ;)

Edit 2: Bah!! I didn't drink enough coffee and forgot what I was doing. Of course it looked fine in the level editor! That's not where the problem showed up. It's when viewed as a cutscene that whatever the problem is with the level shows up...so, not fixed.... Still not night when viewed there....

Modifié par errant_knight, 21 août 2010 - 05:04 .


#4
errant_knight

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Okay, apparently sb_night only puts a moon in the sky instead of a sun. I thought it was a sky background texture, so it must be that I simply haven't set the atmosphere properties properly. The weird thing about that is that it looks fine in the party camp. And yet the clouds appear white in my picture, whereas my atmosphere setting has them very dark.... Hmmmm.... Experimentation is meeded. I just wish it didn't take so lone to render the lightmaps and post to local. That makes experimentation annoying. ;)

#5
tmp7704

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It'd appear the night sky is mostly a result of "Turbidity" set all way down to 1.0 and then the "Rayleigh Multiplier" is set to 0.75 or less to darken the sky. The colour of clouds is then set to darker to match the sky, otherwise they're very visible.

#6
Lord of Fangs

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Is the screenshot from the editor or from gameplay? The way I read the last two posts is that during normal gameplay, the sky appears as night as you want it, and then changes to the color in the screenie when a cutscene plays? If that's the case, I'm not sure as I haven't encountered that...maybe make a new exportable area in your level and recopy the atmosphere settings you want from the party camp (not from your current exportable area). Sometimes that helps me when something I'm stuck on turns out to be something I didn't even know I did...changed an extra setting that I didn't mean to without realizing it or something like that =/ And with the ability to just toss in a new exportable area, the only time you're really losing is the rendering/posting time.

Not sure if this would have anything to do with anything but have you tried posting to local from Single Player?

Edit: Also you may want to try the Lake Calenhad Docks zone atmo settings- I have an outdoor level using those settings and it appears as it should ingame (though I haven't tried a cutscene in that area). It's lak300d.lvl

Modifié par Lord of Fangs, 21 août 2010 - 07:07 .


#7
errant_knight

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The image is from the cutscene editor. Things look right in the level editor, but in Area and citscene, the sky is too bright, athough the terrain looks right. The same thing occurs when using lake calenhad. I impoted both those atmospheres and tried them--same deal.... I'll try tmp's suggestion. It's weird that settings that work fine in lake calenhad and the party camp aren't.

So, tell me more about this posting to local from single player, just so I don't mess up my game. ;)

Edit: Turpidity, rayleigh multiplier, and cloud color are all set where they should be, so that's not it....

*headdesk* Bang!
The only difference between my atmosphere settings and the ones for the party camp was the lightmap size, which was much larger in the Party Camp atmosphere, so I just increased it and spent like half an hour rendering. That wasn't it either. On the plus side, now I can change it back to something more resonable....

Modifié par errant_knight, 21 août 2010 - 07:45 .


#8
tmp7704

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errant_knight wrote...

The image is from the cutscene editor. Things look right in the level editor, but in Area and citscene, the sky is too bright, athough the terrain looks right.

Is that in game or in the Toolset, though? When working in Toolset you'll generally see the cutscene editor ignoring the settings of the sky, it'll look like daylight... but will appear proper in the game. That includes the default camp. You could be experiencing the same thing.

Modifié par tmp7704, 21 août 2010 - 07:32 .


#9
Lord of Fangs

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tmp7704 wrote...
Is that in game or in the Toolset, though? When working in Toolset you'll generally see the cutscene editor ignoring the settings of the sky, it'll look like daylight... but will appear proper in the game. That includes the default camp. You could be experiencing the same thing.


I think this is the answer. I just double checked and in the Area Editor, my night zone appears just like your screenshot, but it's fine both in the Level Editor and ingame. I completely forgot it did this. So your problem might be no problem really :blush:

#10
errant_knight

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Ack! Then how do I make a night time cutscene?

#11
tmp7704

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errant_knight wrote...

Ack! Then how do I make a night time cutscene?

Just make it in area which is set up to look like it's night. If it appears this way in the level editor, then it will look this way in the game too, you'll just have to put up with the cutscene editor and accept it shows you something different (sky-wise) than what it's going to be like once played in the game.

#12
Lord of Fangs

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errant_knight wrote...

So, tell me more about this posting to local from single player, just so I don't mess up my game. ;)


It's a workaround for getting water meshes (and I believe character lighting) to work ingame. From this post: social.bioware.com/forum/1/topic/74/index/312367/1


To post a level with a water mesh and have the water mesh appear in-game:
1 - switch your module to "single player" using Manage Modules
2 - post your level normally
3- go to My Documents/Dragon Age/packages/core/override/toolsetexport/ and copy the directory with your level's posted files out of there and into your addin's override directory.

It turns out that the toolset only properly posts level layouts to the single player module. And it turns out that our internal toolset has the same problem - it was concealed by the fact that we've got a different workflow in here, when our level artists post levels they go straight into Perforce via a different mechanism. The flaw is apparently a tricky one to fix so it likely won't be repaired in the next toolset patch, but hopefully this workaround is simple and straightforward enough to tide everyone over until a toolset patch after next one.

Modifié par Lord of Fangs, 21 août 2010 - 08:06 .


#13
errant_knight

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tmp7704 wrote...

errant_knight wrote...

Ack! Then how do I make a night time cutscene?

Just make it in area which is set up to look like it's night. If it appears this way in the level editor, then it will look this way in the game too, you'll just have to put up with the cutscene editor and accept it shows you something different (sky-wise) than what it's going to be like once played in the game.


I'm not taking these into the game, though. I'm taking still shots from the editor. Well darn. I guess I'll have to get it into the game. What a pain in the butt.... That means I have to do a bunch of scripting I hadn't planned on. Ah, well....

#14
errant_knight

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Lord of Fangs wrote...

errant_knight wrote...

So, tell me more about this posting to local from single player, just so I don't mess up my game. ;)


It's a workaround for getting water meshes (and I believe character lighting) to work ingame. From this post: social.bioware.com/forum/1/topic/74/index/312367/1


To post a level with a water mesh and have the water mesh appear in-game:
1 - switch your module to "single player" using Manage Modules
2 - post your level normally
3- go to My Documents/Dragon Age/packages/core/override/toolsetexport/ and copy the directory with your level's posted files out of there and into your addin's override directory.

It turns out that the toolset only properly posts level layouts to the single player module. And it turns out that our internal toolset has the same problem - it was concealed by the fact that we've got a different workflow in here, when our level artists post levels they go straight into Perforce via a different mechanism. The flaw is apparently a tricky one to fix so it likely won't be repaired in the next toolset patch, but hopefully this workaround is simple and straightforward enough to tide everyone over until a toolset patch after next one.


Good to know for the water aspect! Maybe it will fix the sky issue, too.... I mean, just maybe. ;) It's worth a shot....

#15
errant_knight

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Should I post to local, or do all local posts?
Edit: I did 'all local posts' since that's what I normally do. ;)

Modifié par errant_knight, 21 août 2010 - 08:56 .


#16
Lord of Fangs

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errant_knight wrote...

Should I post to local, or do all local posts?


For the workaround? I usually just do all local posts but I've only done it for water purposes...I have no idea if it will even have an effect on the way the atmosphere is displayed in the toolset, I'm guessing not. When I suggested it, I didn't realize you weren't actually looking to see the desired result ingame =/

#17
errant_knight

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Heh, no, I'm just making illustrations for a story. I'll probably end up using these levels later for a mod, but for right now getting the cutscenes into the game is unnecessary.... Or was. ;) That's a whole lot of overhead to take a few stills....

#18
Lord of Fangs

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Could you just remove the grid from the level editor and use that?

#19
errant_knight

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Lord of Fangs wrote...

Could you just remove the grid from the level editor and use that?


I've got a temporary workaround, in that I've moved the characters up against a cliff face, so no sky is visible. I't not ideal, though, because I wanted a distance shot. I'll just get a general idea about the lighting, and maybe do the animations for now, then get it into the game, later.

#20
Lord of Fangs

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Good luck!

#21
errant_knight

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Thanks! I should probably get back to writing, but every 90,000 words or so, you need a break. ;)