Question:
I've checked some of the bioware level layout files to get a better idea how to 'properly' light an indoor level and I've run into a snag. I've seen them use hanging ferelden lamp models with a lightbulb inside of them. The light casting on the outside top and bottom of the lamp model suggests the light was rendered from inside the lamp model, though every time I try, the light won't give off ANY light when rendered from inside the model, only from outside.
Ofc I could just render with the model outside the light then move the model over the lightbulb but little reason to as the model is not lit in a way suggesting the light comes from that source.
Anyone have a clue as to how to make this work? Is it just a case of meticulous positioning inside the model?
The light type being used is a point static, only affecting the level btw.
Lamps and lighting issue
Débuté par
Ottemis
, avril 11 2011 11:55
#1
Posté 11 avril 2011 - 11:55
#2
Posté 12 avril 2011 - 12:16
Also after rendering lightmaps with the light either fully inside of the lamp model or halfly in it, the lightmapper gives the warning:
W: 02:13:43 - Model 'prp_ferlamp_01_0' is missing lightmaps on one or more parts.
With the light halfly in the model it does cast light on the level but not the lamp models. I've just tried.
W: 02:13:43 - Model 'prp_ferlamp_01_0' is missing lightmaps on one or more parts.
With the light halfly in the model it does cast light on the level but not the lamp models. I've just tried.
Modifié par Ottemis, 12 avril 2011 - 12:18 .
#3
Posté 12 avril 2011 - 12:17
blah double post, slow forum.
Modifié par Ottemis, 12 avril 2011 - 12:18 .
#4
Posté 12 avril 2011 - 06:26
I'm not sure about that specific model, but generally the toolset lightmapper won't reproduce Bioware's lighting effects in game, because they use a much more powerful server-based tool.
After playing around for a while, I decided to ignore what Bioware did, opting for very simple lighting.
Other people may have had more success, though.
After playing around for a while, I decided to ignore what Bioware did, opting for very simple lighting.
Other people may have had more success, though.
#5
Posté 12 avril 2011 - 12:04
Hmm good point. Might aswell ditch the lamps altogether then cause it annoys me to hell and back they're not lit.
I suppose I could still try to place 4 smaller lights around the model and see whether that will light the lamp from the angles I need it to to suggest light is coming out of them but if that doesn't work I reckon I can forget about it.
Thnx again for the responce =)
I suppose I could still try to place 4 smaller lights around the model and see whether that will light the lamp from the angles I need it to to suggest light is coming out of them but if that doesn't work I reckon I can forget about it.
Thnx again for the responce =)
#6
Posté 12 avril 2011 - 03:04
I haven't tried my scenes in game, so I don't know what this would look like there, but could you put a second baked light inside the model with a small radius to light only the lamp?
Modifié par errant_knight, 12 avril 2011 - 03:07 .
#7
Posté 12 avril 2011 - 07:11
When I move a light inside the model the model doesn't get lightmapped apparently and the light doesn't illuminate anything. Though my lights were static, I doubt the baked one will make a difference.
I can try though.
I can try though.
#8
Posté 14 avril 2011 - 02:01
Yeh no difference, thnx though =)
#9
Posté 14 avril 2011 - 05:26
Ah, well... It was a thought.





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