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Testing lights and results


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#1
Qkrch

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 Been in a mayhem of lightmapping so I decided to take a test look into all lights and results in a 64x64 area. I've found some stuff so I'm sharing with you.

Procedure:

- Create your map, place your lights
- Press Render Lightmaps
- Press Do all Local Posts
- Save
- Disable and enable again the lightmapper (LM) button to see the results.



Basically I spawned one different light per chunk inside the level editor, you probably know at this time that the exterior lighting with the area properties (sun) doesn't seem to work inside the game (although it shows perfectly inside the level editor with the LM filter off).

Spawned also some boulders models to see the shadow impact.

Screen with lightmapper off.
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You can see some weird things now. The point light static displays light but baked doesn't. The spot light shows in blue but it does as a Point Light shape. The ambient light just shows nothing, but this is normal.


Screen with lightmapper on.

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Things have changed, the spot light is now really a spot light. The static point light shows a new refreshing light although the baked point light keeps showing nothing.


Screen inside the AREA editor.

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Inside the area editor, it shows as before but... there it is the Point light Baked :D. Where have you been all this time?


Possibly if you increase the radius of the Point static light, you'll end up seeing something like this, where the chunk has eaten your light.

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Don't panic, the game will show the proper radius.

Now, if you delete the Ambient Light you'll get a proper view of this thing, obviously without the omniscent Ambient Light all will look with strong shadows.

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Now you should have realised that opposite to the wiki says... spot lights do work (and with that you could simulate a sunlight) . Here's the explanation:

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First, give some inner radius to the spot light, by default is 0, and that is the focus of your light.
Second, the drawn circles must be touching the terrain, better yet, surpassing it. As you can see on the screen I rotated the direction a little, so there's part of the circle down the terrain and part of it visible. Notice the light gets cut when the circle doesn't reach the terrain, but shows perfectly when the circle is under the terrain (as making a decreasing moon picture).

:)

Now you can get conclusions of lighting and how it is b0rked in the toolset and viewers.

If someone wants to update the wiki with this, please do it (not english native so don't want to mess), i think there is valuable information with real experimentation. I've seen some tutorials that are very wrong when talking about the lights, so be careful :innocent:

#2
lowrez01

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this is pretty rad info. thanks man.

#3
Languard

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Running some experiments on my footprint lake map

#4
Languard

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I really wouldn't recommend doing this. Might work ok on a simple test level, but I got some really messed up results when I tried this on my footprint lake level.

#5
Strike1987

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Don't suppose anyone would know how to increase brightness of lights?

I've got my ambient light working as it should but I can't seem to increase the brightness of it.

#6
Qkrch

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Languard wrote...

I really wouldn't recommend doing this. Might work ok on a simple test level, but I got some really messed up results when I tried this on my footprint lake level.


Do what?