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Level and area related questions


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12 réponses à ce sujet

#1
Elvhen Veluthil

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I have just started working with the toolset, so let me apologize beforehand for all the noobish questions that I'm going to post around till I become able to figure out things on my own, and to say thank you in advance for your time. Searching the forums and the wiki doesn't always give clear answers about things.

With that said, I read in the wiki that to avoid problems one should generate pathfinding and a lightmap before doing "Do All Local Post". From what I can tell, the "Do All Local Post" will generate pathfinding again (it seems to be the same process), so my question is if it's needed to generate pathfinding separately before posting to local?

#2
-Semper-

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never experienced any issues with the pathfinding generated by the posting process. just let post to local do all the work and if it fails then do it manually.

#3
Elvhen Veluthil

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Until now I don't seem to have any problem either. I have been working with the level editor, and it seems I can place in the levels placeables, props and structures (as they are defined by DATool). They appear normally in the game, placeables and props doesn't throw shadows though, and they aren't visible from a long distance in game.



Is this normal, I read somewhere that props cannot be inserted in the level editor? Performance-wise, is it better to put non-interactive models in the level or in the area? What's the best practice about what to use where. Thanks.

#4
DarthParametric

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Placeables (i.e. interactive objects) should only be placed in the area editor. Props (i.e. static objects) should only be placed in the level editor. The primary lighting is baked in the level editor, thus only objects in the level editor will generate shadows, etc. Placeables (as a general rule) lack the second set of UV co-ords required to generate light maps, so they don't work properly in the level editor (hence why you should only use the prop equivalent). Basically all your static construction is done in the level editor. The area editor is reserved purely for populating the level with interactive content (e.g. doors, chests, creatures, etc.).



The issue with view distance is related to LOD - level of detail. Most models have several LODs that the game will swap out depending on how far the object is from the camera. This is to reduce system overhead (i.e. objects far away from the camera have less polygons and smaller/lower resolution textures than equivalent objects close to the camera). In the case of props, the level editor has provision for two LODs - LOD0, the highest quality, and LOD1, the lowest quality. The level editor will automatically detect when a model placed in the level has an LOD1 model and make use of it in-game (you can see this in the placed model's info in the object inspector). A lot of the smaller vanilla props don't have an LOD1, hence why they disappear altogether once you reach a certain distance.

#5
Proleric

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Regarding pathfinding, it's not necessary to do it separately. However, for a new level, it makes sense to test pathfinding first, just in case there are errors, before committing to the heavy batch processes.

When ready to create output, the robust approach is

- Do everything in Single Player
- Delete all old level output, .erf and temporary files
- Post minimap
- Render light maps
- Render light probe
- Do all local posts

#6
Elvhen Veluthil

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Thanks. I am trying to use this texture but the problem is that when I paint it in the ground the shape is huge. Is there a way to make it look like in the picture above? Same problem has also the "Cobble" texture for example, isn't there a way to make it look a little bit more compact?

I guess I defined all these when I created the level but I don't know what is responsible for textures. I have increased the "Blend Mask Size" to 512 for the chunk, but it doesn't seem to affect anything regarding textures.

Modifié par Elvhen Veluthil, 24 janvier 2011 - 02:01 .


#7
DarthParametric

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In the Palette, click on the material to select it. In the Object Inspector, change the UVTile value. The default should be 2. Try changing it to around 10 to start with. This will affect all areas previously painted with that material I believe.

#8
Elvhen Veluthil

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In the Object Inspector of props and structures one can choose for "Lightmap" to be true or false. From what I can tell choosing false will not generate shadows for a model. Is shadow the only thing affected, and should I set it to false for objects that shadow doesn't matter, logically there should be some performance gain by doing so, right?

#9
Daeltaja

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If you set lightmaps to false for any particular object, it won't receive any light from any sources when rendering lightmaps. It will no doubt stick out like a sore thumb, so I'd advise against ;)

#10
Elvhen Veluthil

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I see, I haven't set the lights in the level yet, so it wasn't obvious, thanks.



Does anyone knows what kind of vfx (if that's what they use) do they use to produce that feeling the Fade has (kind of blurry)?

#11
-Semper-

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Elvhen Veluthil wrote...

I see, I haven't set the lights in the level yet, so it wasn't obvious, thanks.

Does anyone knows what kind of vfx (if that's what they use) do they use to produce that feeling the Fade has (kind of blurry)?


within the area properties you have to add a buffer effect called da_fade with the needed strength.

#12
Elvhen Veluthil

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Thanks, that did it. Is there any list or a way to see all the available buffers?

#13
TimelordDC

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I believe there are only 3 - da_fade, da_bloom and da_hsvmatrix - the last one requires you to set up the areadata 2da for the effect to be visible in-game.