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need a tutorial for lightning


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38 réponses à ce sujet

#26
Gocek

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Talisander wrote...

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.


Hm, you can try with my .lvl file if you want. But I have no idea if it will work for you.

http://hotfile.com/d...erTest.lvl.html

social.bioware.com/bw_projects_file_download.php

Modifié par Gocek, 14 décembre 2009 - 10:45 .


#27
Challseus

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I have the same results as Gocek, and it definitely seems to be the light probe that did it. Because, I never used a light probe before when adding water to my levels. After reading the lighting tutorial on the WIKI, I added the light probe (for the water), and my shadows are perfect.

#28
Talisander

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Aha! the Light probe! I was just going to report back that even with water my map doesn't work, but you've given me new hope, Challseus! Maybe the light probe is causing light to reflect off of the sides of characters that were originally unlit on one side. Gonna try this. Thanks for the level, Gocek. Will try building it.

Modifié par Talisander, 14 décembre 2009 - 11:06 .


#29
Talisander

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OH MY GOD, IT WORKED PERFECTLY!



I'm so excited!!

#30
Talisander

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It's all about the light probes, baby!




#31
Challseus

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Now who's going to write the lighting tutorial? Posted Image Seriously though, once you figure out the nuances, it's easy, but man oh man, it's not really intuitive at all...

#32
Talisander

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I think just putting a line in the wiki about light probes being ABSOLUTELY ESSENTIAL in any outdoor level would be a huge help. I'll do it after I've played around a bit more :)


The question is, does everyone have to "post all to local" through the single player campaign, or is it just a select few of us?  And if water and outdoor light just works for some, do they even have to have light probes in their level, or does the sunlight not cast the crazy pitch-black shadows on characters facing away from the sun in the first place?

Modifié par Talisander, 14 décembre 2009 - 11:15 .


#33
BioSpirit

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Talisander wrote...

The question is, does everyone have to "post all to local" through the single player campaign.


I already had a light probes in my level and it's already said somewhere in the wiki that a light probe is required for character lighting. But it isn't enough to make the ambient light work. Do All Local Posts in Single Player mode is required. However, this will change when the Toolset is fixed.

#34
Talisander

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Could you point to where it says that in the wiki? I'm looking through "lighting," "level tutorial," and "level editor." Nothing there, I think. Wait -- "Light probes are used to generate the appearance of nearby reflective surfaces and the illuminance values for characters." That's from the "Lighting" page. It should probably be clarified, since no one in this thread realized it was the (only?) way to address the pitch black shadowing of characters, right?

Modifié par Talisander, 14 décembre 2009 - 11:51 .


#35
FalloutBoy

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Yeah the description of light probes makes them sound optional. There is a level design tutorial that says you have to put one in every room, but doesn't say why. It never would have occured to me that they had anything to do with ambient.


#36
-Semper-

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nice help, thx@all ;)

one step closer in fleshing out a good module^^

while creating the lightprobe there pops up another question: do all waterplanes need 1 lightprobe or is 1 lightprobe per lvl enough to handle all waterplanes and the ambient light?

Modifié par -Semper-, 15 décembre 2009 - 07:43 .


#37
JasonNH

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-Semper- wrote...
while creating the lightprobe there pops up another question: do all waterplanes need 1 lightprobe or is 1 lightprobe per lvl enough to handle all waterplanes and the ambient light?


This will depend a bit on your terrain if I understand them correctly. Since reflective objects use the texture of the nearest light probe you'll want enough of them strategically placed to produce accurate texture reflections for each section. Theoretically, if your level only had a single texture then an objects reflection would look the same no matter where you are in the level. However, this is a bit unrealistic. Since the appearance of your surroundings are likely to change based on the terrain, you should have a good sample of light probes available so that when an object uses the nearest one it will match the terrain well.

#38
PavelNovotny

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Right now (EclipseRay 1.2) it looks like only 1 light probe per level will work. If you put in multiple light probes they all show exactly the same reflection.

#39
Qkrch

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FalloutBoy wrote...

Yeah the description of light probes makes them sound optional. There is a level design tutorial that says you have to put one in every room, but doesn't say why. It never would have occured to me that they had anything to do with ambient.


Right, Light Probes in interiors are used for lighting the character. Don't ask me why, but it is what they do :)