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Video Tutorial - Creating an exterior level (noob-friendly!)


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#1
mikemike37

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Totalling 32 minutes and covering all the need-to-knows of exterior level making... I give you a complete level making video guide to make this level and play it in-game:

http://public.mike.f...l screenshot sm

Part 1 - camera, terrain morph and props
Part 2 - vegetation, area properties and collision
Part 3 - lighting and light probes
Part 4 - exporting and testing

With 17 days (3 weekends!) left, why not pick up level making and enter the first Community Contest - make a settlement level. The contest offers many prizes including $100 to spend at the Bioware Store, $50 amazon vouchers, any of the released DLC codes, and various community time contributions including scripting, modelling and voice acting.

Contest Organisers are on hand to help out, so keep us up to date with your screenshots! Every valid entry gets a prize point, so there's no excuse not to give it a try and clock up some points to pick up some prizes! Join our group and let us know how you're getting on!

Best of luck, and I hope to see some WIPs soon!

Modifié par mikemike37, 27 août 2010 - 01:14 .


#2
Challseus

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Good job on this!

#3
Sue

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once I get my new laptop (hopefully next week) I am dieing to try my hand at creating mods. This will be very very helpful as a noob. Thank you

#4
DarthParametric

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The first vid and half the second (pre-lighting) are very dark, at least for me. Using render fully lit might have been a better option. It might be worth pointing people towards some info on how to set up their module with the starting script, as you don't cover that and it's a fairly crucial step. There are some existing videos on it floating around if you don't plan on making your own. Other than that it covers most of the basics and should get people started.

Modifié par DarthParametric, 27 août 2010 - 03:12 .


#5
DiceDiceDice

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Thanks! I'm working on interiors now and will soon make the dreaded leap to exteriors.

#6
0x30A88

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Damn, this map editor seems like something one would provide a mortal man....



Would try this as soon as I fix the stupid "Can't connect to the database" error.

#7
jackkel dragon

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These are a great help! I can't seem to get video 4 to work though... It might just be my computer. (It freezes at 0:23 for me.)

#8
mikemike37

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gisle aune... have you seen this page: http://social.biowar...to_the_database

#9
0x30A88

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^Yeah, got it solved after hours ofr trying, needed to allow stuff on c:/ to get the database files, works now. Getting the hang of the editor now.



The only issue now is that whenever I generate a lightman, no models cast shadows. how to fix that?

#10
mikemike37

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have you toggled the "view lightmaps" ON, and the "view models fully lit" OFF? also, did you get any warnings when you rendered the lightmap?

#11
0x30A88

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^No, but it seemed like it always rendered twice. Shadows work fine in the indoor level I'm making.

#12
mikemike37

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hmm are you using a sun and/or baked lights? check http://social.biowar...ex.php/Lighting for more info.

Modifié par mikemike37, 30 août 2010 - 11:22 .


#13
ponozsticka

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Gisle Aune wrote...

^No, but it seemed like it always rendered twice. Shadows work fine in the indoor level I'm making.


Thats all cool if you make outdoor level, happens to me as well, no problem with shadows :)

#14
0x30A88

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mikemike37 wrote...

hmm are you using a sun and/or baked lights? check http://social.biowar...ex.php/Lighting for more info.

Both, a sun and a baked light to make the dark sides of the buildings not so dark, but the baked light seems to do nothing to the dark sides of the terrain though.

#15
ponozsticka

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Doesnt baked light affect only characters and creatures and stuff? Buildings, houses and those kind of stuff should be affected by normal point lights for example

#16
0x30A88

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ponozsticka wrote...

Doesnt baked light affect only characters and creatures and stuff? Buildings, houses and those kind of stuff should be affected by normal point lights for example


What about the sun then?

#17
ponozsticka

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it does, but those are very weak shadows, from what I remember, but Im not sure, I only check lightmaps when Ive got point lights in level as well

Modifié par ponozsticka, 30 août 2010 - 05:44 .


#18
mikemike37

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wrong way around pono...



baked lights affect only things in the level (nothing in the AREA): everything static and not-moving. they "bake" shadows and are then not used in-game (the lightmaps are loaded in). These must be calculated using render lightmaps and can be seen with view lightmaps ON and view objects fully lit OFF. Baked lights do not affect Props (this is important) and they do not affect creatures/player.



point lights affect everything (assuming you set affects characters and affects level to ON)... and you can see their effect on the level in realtime in the toolset in the same way the game calculates the lighting in realtime with these lights. They do not generate good shadows, however, and a model may only receive light from three realtime sources, which can lead to "chunky" lighting on tiles of objects if many large static lights are used.



I believe the sun might be both a baked and static light, but dont quote me on that.



Honestly, the best way to understand lighting is to keep trying things, though I did a lighting tutorial/troubleshooter which may go some way to explaining some basic concepts.

#19
TimelordDC

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Btw, shadows are always hard black ones unless you set an ambient light in the level. Ambient light is the light applied when no other light source can touch that prop/terrain area, which means that it will give you softer shadows. I typically use one that is either a light or dark gray (depending on the atmosphere settings)