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Prop lighting in the CS Editor Versus in Game


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6 réponses à ce sujet

#1
DahliaLynn

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I have an issue with the barrel props (in this case) in the editor, where in the cutscene editor, they are lit perfectly, whereas in game they are only somewhat affected by cutscene/area lights but maintain their default appearance which overrides any shadows that should be generated. These barrels were inserted in the Cutscene and are not part of the area/level.

In Editor:

Posted Image

In Game Preview:

Posted Image


I've tried setting character light Occlusion to true to no avail. (though I'm not sure how this feature works)

Any ideas?

Modifié par DahliaLynn, 26 septembre 2011 - 03:31 .


#2
Yara C.

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To my opinion there is a more general cause. I experience this annoying deviation for rowboats and mugs placed as actors in a cutscene and not in the level. I would be glad to hear about a (simple) way to influence this too. Not much hope...

I think only props which are part of the level can get the correct light setting (incl. shadows). I assume for props (and placeables) used only in the cutscsene the light setting is the default, day light exterior or interior.
And this leads - in my case - in evening/ night levels to inadeaquate colour deviations.

Dahlia, if you do not need the barrels as actors (but I suppose you will) I would recommend to place them in the level.

Modifié par Yara Cousland, 26 septembre 2011 - 05:38 .


#3
DahliaLynn

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Thanks for the reply Yara. I've done some experimenting, and since props cannot be placed in the area editor, I tried my hand at using similar placeable barrels. Apparently, the issue is not whether or not it is in the area, but rather it seems props simply are not affected by light, (even though in the editor they appear to be) and placeables are affected by light, including shadows,  regardless if placed in the area or placed as actors in the editor. This is at least my experience with the barrel props.

Results in game:

Posted Image
 


Oh, and you were right, I do need some of those barrels as actors ;)

Edit: Correction!!!!

Placeables though they appear to be affected by light regardless if inserted in the Editor or Area, in order to generate shadows they must be placed in the Area and activated in the editor :

Posted Image

Conclusion? In order to achieve the best possible lighting results, (at least for barrels) use placeables if possible, and insert in Area, then activate in Editor. Sadly, I don't believe there are boat placeables though.

This is only the solution I could come up with for my needs...it would be nice to know why everything is lit well within the editor itself, and what in the game changes that.

Modifié par DahliaLynn, 26 septembre 2011 - 08:51 .


#4
Yara C.

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Yes, I agree, Dahlia. Placeables are effected by light. But in my case I had to experience an unwanted colour deviation. That´s why I had a look at the props. Different colour variation, but unwanted too. And yes, I share your experience, props are somewhat affected by cutscene/area lights but different.

Related to your shadow issue I would prefer to use the placeables too. Shadows are a tricky thing mainly influenced by the setting in the level editor. Some time ago I tried to get rid of the shadows (shadows are´nt very natural in moonless rainy nights), done intensive tests. I could minimize it as far as possible and tried to compensate the rest within the cutscene editor. Not chance for the latter.

Why everything is lit well in the cutscene editor? Why can I see there a shield used as actor with coat of arms and not in game?
Probably only the devs could explain these cases of WYSINWYG. Shoulder shrug...

Edit: A boat placeables exists. (row boat)

Modifié par Yara Cousland, 26 septembre 2011 - 10:07 .


#5
DarthParametric

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Props require baked lightmaps. Hence why they can only be used in the level editor and not the area editor. You could make a custom copy of a particular prop model by re-exporting it from a 3D app, removing the second UV channel, changing the attributes to placeable and giving it a new custom MAO that changes the material type from Static to Prop (yes, placeables use the Prop material - confusing, huh?).

#6
DahliaLynn

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I suppose the quality of the prop lighting is higher when done in the level editor/lightmapping as opposed to how Placeables look in the area.
Definitely an option to consider !! though I still am confused as to why it looks perfect -sans shadows- in the cutscene editor itself.
Thanks a lot for the info :happy:

Modifié par DahliaLynn, 30 septembre 2011 - 12:42 .


#7
DarthParametric

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DahliaLynn wrote...

I still am confused as to why it looks perfect -sans shadows- in the cutscene editor itself.


I think perfect is a bit of a misnomer. Perhaps different is more appropriate. Both types of barrels are lit to a comparable level in both pictures, it's just that the overall lighting in the CS editor is darker, thus making the props less obvious.