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Help with Lighting Please


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10 réponses à ce sujet

#1
BloodsongVengeance

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heyas;

   i built a tent interior from the ship models.  well, its only for cutscenes sets, the outsides wont be visible. 

bldsong.net/imgsrv/saillighting.jpg

   my first concern is the huge jaggy shadow clumps on the sails.  is that a lightmapper error like the ones i've read about, or is that just how the ships are set up to render?  presumably, they'd only ever been seen at some distance, not up close like this.  but i haven't done much of anything with lighting, and i'm pretty clueless.


   my second question is more general.... and that is, how can i get good, crisp shadows from all this stuff?  there's a static (lc) light in the middle of the tent, just above head level, where there's a lantern hanging from the tent pole.  and a .2/.2/.2 ambient light.  i'm just getting a lot of darkness out of the whole thing, even with the intensity turned up to 1.5 on the central light.
  ps: this is an interior area.  i had it as an exterior, but that blew lightmapper all to heck, so... :X  if interior/exterior makes any difference.

  i don't actually want more LIGHT, per se.  i want it to be fairly dark so i can light it with cutscene lights whichever way i choose.  but i can't seem to get good shadows, unless i turn the intensity up to 3.  :/


  btw, this is a screenshot from the toolset, with the 'lightmaps' option turned on.  (and fully lit turned off.) 

#2
Proleric

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Shadows or not, what you've done is genius!

Did you try removing the "roof" during lightmapping?

#3
BloodsongVengeance

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heyas;



aww, thanks. :)



um... there is no roof. the four walls and four slanted ceiling parts are made up of 8 sailing ships.... there is a blk box on the top, because the sky shows through. would that affect it?


#4
TimelordDC

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I would up the ambient light a bit (say 0.4/0.4/0.4 or even the default 0.5/0.5/0.5) since this dictates the intensity of the shadows - i.e., light where no other light exists.

Also, what Proleric was getting at is to remove the 4 slanted ceiling parts and render lightmaps for the room and the 'roof' (the ceiling parts separately). You would need to place additional lights to illuminate the slanted bits when lightmapping them separately. This is done primarily to get rid of the blotchy shadows or dark patches on the 'walls'

#5
BloodsongVengeance

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gah!

   okay, i tried moving and flipping the top sails to render a different light on them.  the result was not any different.

  i have painstakingly tried to make a dark tent interior with low ambient light, and a few nice shadows (ie: of the laundry against the wall, on the right).  lightmaps are the bane of my existence.  i thought i flushed all the erf and lightmap stuff and redid them, and updated my test area with the new saved lvl.  but in the game, its full daylight, bright blue skies, and my tent looks fully lit.

  although i have to admit, the walls do not look as splotchy-crappy as in the toolset preview.

   i tried turning all the lights down to half and re-lightmapping.  and updating the area.  but it looks the same, so i'm obviously missing something.

   if anybody wants to try to play with the lighting, the current lvl file is here: 


http://social.biowar...m/project/3865/

ps: if you want to rip it and use it for your own tent interior for machinima or whatever, please feel free!  just um... any help with lighting??  why can't this work right for me?

#6
0x30A88

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I have had cases where the game refused lightmap changes, deleting every exported file and full post to local solved it for me.



Hope that helps.

#7
BloodsongVengeance

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thanks, gisle.

  somewhere around here was info on exactly where ALL the lightmapper output files were, and how to delete all of them.   oh... oh, i found it.  just in case we lose it again...

http://bg2redux.stud...ngLightmapFiles


  okay, here is my problem!

LIGHTS:
ambient light:  (set to ambient)  0.9, 0.1, 0 .1 ; intensity 1

character light: (static: affects level and characters )0.20,0.24,0.27; intensity 0.5  located to your left rear as you look at the images.

fill light:  (baked point)  intensity 0; i wanted to turn it off, because i had it enhancing visibility behind the post.  but i need it darker, not lighter :X

lvl light:  (static: affects level & characters)  0.45,0.33,0.20 intensity 1   the one on the lamp on the post

spot light: (spot) 0.44,0.29,0.15  intensity 0/5   the one pointing at the laundry, because the lvl light wasnt giving me good shadows from them.




exhibit A:

  i set up my lights in the lvl editor.  this is what they look like with lightmapping turned off, and fully lit turned off.

http://bldsong.net/i...lightdiff-2.jpg

THIS IS WHAT I WANT IT TO LOOK LIKE!!!  yes, i want it dark and dim, but more or less evenly lit, i want that lamp light there to be orangish like that, (i want the walls to be smooth like that, but that ain't happening -- fine).  the only other thing i want is the shadows.   the tent post should cast a shadow.  the laundry should cast a shadow on that back wall, there.  items near the walls should have some shadows cast on them.



exhibit B:

  i run lightmapper on this, and turn on view lightmaps.

http://bldsong.net/i...lightdiff-1.jpg

   this looks like crap.  but thats okay.  because this isn't what it looks like in the game.  i can handle it looking like very dark jaggy splotches everywhere in the level editor preview.  (i also checked the area editor, it looks exactly like this there, too.)
  i can see, at least, the laundry is casting shadows on the wall.  the post (actually, a bracket on the lamp, i think), is casting a long vertical shadow on the left. 

  but... where is my orange light??  why do the bags and furpile look fully lit?  (they dont look so bad in the game, fortunately.)


exhibit C:

   this is what it looks like in the game.

http://bldsong.net/i...lightdiff-3.jpg


  this is where i give up.  orange lamp light?  not there.  shadows on the wall?  sorta.... faintly.  my dark corners?  gone.  why's it so freekin bright??



  here's a question you can answer.  (maybe?)  when my level came out too bright, i went to all the lights and i turned their 'color intensity' setting down to half.  does this setting DO anything?  or do i need to open the colour picker and drag the colour slider down darker to get any affect?


  this is just great.  i do an outdoor level, i get shadows too dark.  i do an interior level, i get everything too bright.

Modifié par BloodsongVengeance, 10 décembre 2010 - 10:01 .


#8
-Semper-

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is that what you are looking for? although it ain't perfect because of the props (like the pole and the ships which do mess up the lightmaps alot. the pole seems to swallow too much light as it keeps staying almost black). eclipseray is an uncaged beast with non linearity :D

Posted Image

i've uploaded the modified level and also the areadata.gda (hsv matrix settings) and a custom created cc file if the lighting isn't the same after you rendered the level locally at your pc.

Modifié par -Semper-, 11 décembre 2010 - 12:50 .


#9
BloodsongVengeance

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yeah!



...how did you do that???!?!?



and what on earth is an areadata.gda and a custom cc file???



okay, im gonna open your lvl in my editor and take a look at stuff. and then yeah, run lightmapping and see if i get the same result. :X



thanks, man!!

#10
-Semper-

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BloodsongVengeance wrote...

and what on earth is an areadata.gda and a custom cc file?


nothing special about. play around with the atmosphere settings and darken the ambient light. to light characters just place 3 static lights with a large radius around your level/room(s) which only affect player. as the eclipse engine is able to lit a model with only 3 static lights it's best when all placed static lights within your level just affect the level itself. else it could lead to strange and very dark shadows at your character models. the team which created awakening didn't consider this and their static level lights affect also characters. there's nothing wrong with this but you have to test it within your level - sometimes this enhances the atmosphere and sometimes it looks completely ugly^^

an areadata.gda is used to specify your area. there you set up the level range of enemies, the xp delivered when entering the area and special post processing rendering shaders like hue, saturation, brightness and contrast - called the hsv matrix. in contrast to the bloom and fade effect, which will be adjusted in the level editor, the hsv matrix only works through areadata. you could also cover your area with a special color correction texture which works like a colored filter to reach a needed tone, like a bluish cave/night or a redish atmosphere. the areas are recognized through their area id you adjust within the area editor (area variables).

#11
BloodsongVengeance

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heyas;



sorry it took me a while to get back; had a busy weekend.



so... the methodology *should* be...



1: adjust or turn off the area/room atmospheric lighting properties.



2: add an ambient light for the level. adjust it for how dark you want the level to be overall.



am i with it so far?



3: add a static (or animated) light to light the level ONLY.

...or do level and characters, but this might look ugly?



4:add static lights to light the characters ONLY.

is there a reason to make them huge and far away? instead of where i had them, smaller and closer? does that just work better?





do you have any advice about turning occlusion on/off on the lights?



if i want to experiment with the characters casting shadows in my area... what is the best way to go about that? if i change a level light to also affect characters, do i need to remove a character light so there are still only 3 that can hit them? do characters have the same light limits as the level models?



thanks a tonne, semper. i've been trying to light my levels more like a poser scene; i need to learn a new paradigm.