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need a tutorial for lightning


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#1
Cador

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hi,

i can´t get my lvl right.

i just want to set some static light to create some shadows and highlights.

but is looks like this

Posted Image [/code]


i can only get 1 point static  light per chunc
i have these lines at the chunc boarder
i have no shadows at all

(there is no ambient light in this lvl
with an ambient light it only looks brighter)

Modifié par Cador, 11 décembre 2009 - 04:23 .


#2
FalloutBoy

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I see chunk boundaries in the level editor sometimes, but not in the area editor or in the game, so it might not hurt anything.



Ambient light applies to the entire scene. It is like the brightness knob on your TV. It doesn't have to be bright (I think 0.5 is the default which is way too high), it just needs to be enough to make the shadows less black.



http://social.biowar...ex.php/Lighting


#3
Qkrch

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Hope this link helps you too to understand some of those glitches



http://social.biowar...74/index/294928

#4
PavelNovotny

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Definitely check out the Lighting page in the wiki.



What I do with exterior levels is I use sunlight for light and an Ambient light for the shadow colors. I typically make my shadows the default grey color that you get when you create a new light. That has worked out fine now that sunlight is fixed with EclipseRay 1.2.

#5
-Semper-

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PavelNovotny wrote...

Definitely check out the Lighting page in the wiki.

What I do with exterior levels is I use sunlight for light and an Ambient light for the shadow colors. I typically make my shadows the default grey color that you get when you create a new light. That has worked out fine now that sunlight is fixed with EclipseRay 1.2.


but even with an ambient light and sunlight turned on  the side of the character, which is not affected by sunlight, will be too dark. is there a workaround for this problem?

Posted Image

Modifié par -Semper-, 13 décembre 2009 - 07:46 .


#6
Challseus

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PavelNovotny wrote...

Definitely check out the Lighting page in the wiki.

What I do with exterior levels is I use sunlight for light and an Ambient light for the shadow colors. I typically make my shadows the default grey color that you get when you create a new light. That has worked out fine now that sunlight is fixed with EclipseRay 1.2.


That worked perfectly for me. Thanks!

#7
Talisander

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What Semper said. How do we avoid the characters being almost completely black with shadows from some angles? Can the Ambient light deal with this? It doesn't affect characters, I thought?

#8
-Semper-

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Can the Ambient light deal with this? It doesn't affect characters, I thought?


yup. that's the problem. because of the ambient light you got nice shadows, but the black side of the chars still exists. you can generate a spot-static light at the opposite direction of the sun with a radius big enough to cover the whole area and lighten up these dark sides, but this ain't a solution.

ps: the screenshot above shows a sample area with sunlight and one gray colored ambient light.

Modifié par -Semper-, 20 décembre 2009 - 03:46 .


#9
Gocek

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As I understood you have one default light (sunlight) and one light made by yourself - ambient light for shadows. I believe you need another ambient light, but for LIGHT ;) I mean - make it yellow or something. I have followed this tutorial here: http://social.biowar...Editor_Tutorial (see section Exterior Level: Lighting) and I don't have this problem any more.

#10
-Semper-

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I mean - make it yellow or something. I have followed this tutorial here: http://social.biowar...Editor_Tutorial (see section Exterior Level: Lighting) and I don't have this problem any more.


ambient lights don't affect models at all. they brighten the geometry and shadowmaps. you can easily test this by creating a colored ambient light. the geometry will be colored, your models stay the same. that's why models got this creepy dark sides, when they were not illuminated by sun, static or dynamic lights.

Modifié par -Semper-, 14 décembre 2009 - 05:09 .


#11
BioSpirit

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Gocek wrote...

I believe you need another ambient light, but for LIGHT ;)


Then how do you do that ?


I have exactly the same problem that the player and other creatures are black from one side. (i.e. Opposite to the Sun).  I was hoping very much that this woud be fixed from 1.01 release but it was too much hoped for.

It's kinda odd that ambient light must be added in the level editor, since it's only defining a constant ambient light intencity of the level, wouldn't it be much more logical to define the ambient light level among with the sunlight and atmospheric parameters ?

EDIT:

Also the documentation of  "Exportable Area Properties" isn't good enough.

Modifié par BioSpirit, 14 décembre 2009 - 06:32 .


#12
FalloutBoy

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Ambient lights only affect the environment. There is no ambient light that affects dynamic models (the wiki is wrong). I don't know why, but that's the way it is. As someone else said, you can get around this by making back lights. Try  placing a point light below the ground and make sure the radius is large enough to enclose the entire area.

Even though this is kind of annoying, realize that ambient light is just a programmer hack to get around the fact that our computers aren't fast enough to do full radiosity calculations. Generally you get a much better looking effect by using points lights than ambient.

Pro tip: If it is outdoors in the daytime, tint the ground light to a similar color as the ground cover, green for grass, brown for dirt. Tried to find a good example but this is all I could find: http://a.espncdn.com...nny1_sw_300.jpg
Notice that Fatty's armpit and crotch are slightly tan color, same color as the pitching mound.

#13
BioSpirit

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Good News.



Follow the procedure in "How to make water planes to appear in game" and it will fix the ambient light as well.

#14
Talisander

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Are you saying this fixes the pitch black shadows on characters?



Thanks for that, Bio. Trying it right now.

#15
-Semper-

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then we better post our levels always out of single player modul :D

#16
BioSpirit

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FalloutBoy wrote...

Pro tip: If it is outdoors in the daytime, tint the ground light to a similar color as the ground cover, green for grass, brown for dirt. Tried to find a good example but this is all I could find: http://a.espncdn.com...nny1_sw_300.jpg
Notice that Fatty's armpit and crotch are slightly tan color, same color as the pitching mound.


Aren't a light-probes designed to do exactly that among with a specular textures ?

#17
Gocek

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Woah, so maybe that's why what I wrote "fixed" my problem. I was also trying to get my water to work so I also used the single player campaign ;) Sorry if I was wrong about the ambient light - I'm just a beginner, but I noticed that previously I had "dark-side problem" and now I don't have it. Might be because of the single player thing of course.

Modifié par Gocek, 14 décembre 2009 - 08:15 .


#18
Talisander

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I tried building with the single player module open (Render Lightmaps then Post All to Local, am I missing a step?) and then copying over my level directory from packages/core/override/toolsetexport to AddIns/MyModule/core/override/toolsetexport. Still getting characters who are half lit by sunlight, half black. This is with an ambient baked light set to strength 1 and color default. Help?

Would anyone be willing to share a simple .lvl file with me that works for them, so I can try building it and see if it works for me?

*edit*
I've also left the sunlight settings basically untouched.  I've tried changing the color multiplier from 1 to 2, and the angle of the sun doesn't seem to help (except for changing where the dark side of a character is).

Modifié par Talisander, 14 décembre 2009 - 08:55 .


#19
FalloutBoy

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BioSpirit wrote...

FalloutBoy wrote...

Pro tip: If it is outdoors in the daytime, tint the ground light to a similar color as the ground cover, green for grass, brown for dirt. Tried to find a good example but this is all I could find: http://a.espncdn.com...nny1_sw_300.jpg
Notice that Fatty's armpit and crotch are slightly tan color, same color as the pitching mound.


Aren't a light-probes designed to do exactly that among with a specular textures ?


Good question. My understanding was that light probes were used for generating the pre-rendered reflection maps that get used for reflective surfaces like water or shiny metal. I didn't think they actually emitted light, but I've never used them before either.

#20
BioSpirit

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Talisander wrote...

I tried building with the single player module open (Render Lightmaps then Post All to Local, am I missing a step?) and then copying over my level directory from packages/core/override/toolsetexport to AddIns/MyModule/core/override/toolsetexport. Still getting characters who are half lit by sunlight, half black. This is with an ambient baked light set to strength 1 and color default. Help?


That's exactly what I did and it should work. You could add some water in your level and see if it works. If the water doesn't appear then something is missing.

#21
BioSpirit

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FalloutBoy wrote...
My understanding was that light probes were used for generating the pre-rendered reflection maps that get used for reflective surfaces like water or shiny metal.

That is correct. 

If a player is walking in a mud then some parts of the player's equipment shoud reflect some light with a color of mud. Well, maybe I missed the point from the first place. Reflecting and emitting are not exactly the same thing especially in a dark.

#22
BioSpirit

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There was one static point light in my level that was not supposed to be there. I will try again and let's hope it was not that light making the characters to look good.

#23
BioSpirit

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My second attempt to build a level was successful without a static point light. So, when "Do All Local Posts" is applied for an exterior level, "Single Player" module open, the ambient light should work.

Follow the procedure here social.bioware.com/forum/1/topic/74/index/312367

#24
Gocek

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Yeah, here's a quick comparison.

a (very) simple level with "All Local Posts" done while in my module:

Posted Image

And the very same level with "All Local Posts" done in Single Player module and with the folder copied:

Posted Image

Modifié par Gocek, 14 décembre 2009 - 10:17 .


#25
Talisander

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Thanks a ton for all the responses, guys. I'm definitely getting the first screenshot Gocek posted, even when posting all to local from within the main single player module. I'm going to try adding water to my map, and maybe starting over with a new level. Hopefully I can get to the bottom of this, and if there's a quirk that's not my own mistake I can update the wiki page with help for others.

Modifié par Talisander, 14 décembre 2009 - 10:33 .