I wanted to give a try to the toolset for my wannabe Horror Adventure, but I do not know how to create extremely dark interiors (places lit only by a few torches now and then? I know this game has not Dynamic Lighting, therefore I'd like to make something that is at least remotely similar...
Horror and Darkness
Débuté par
Dark_Ansem
, janv. 04 2010 08:32
#1
Posté 04 janvier 2010 - 08:32
#2
Posté 04 janvier 2010 - 08:42
To have dark shadows be sure to set the color and intensity of your ambient light very low. You can play around with the static and animated lights as well if you want them to have a small illumination radius. Don't be scared to use decimals. I've been able to make some candles that don't really light the PC until you're practically on top of them - gives a nice "flashlight under the chin" effect.
#3
Posté 05 janvier 2010 - 04:17
how much low? and what effect is most similar to dynamic lighting in this game?
#4
Posté 07 février 2010 - 09:38
in any case "Awakening" seems scary (thanks to the new darkspawn) enough to provide ideas.
#5
Posté 07 février 2010 - 10:03
There's plenty of dynamic lighting in this game. You shouldn't overdo it, however, since it lowers performance considerably.
Don't use an ambient light if you want it really dark, instead use subtle baked lights to get a bit of a glow into places.
Ciao, muh!
Don't use an ambient light if you want it really dark, instead use subtle baked lights to get a bit of a glow into places.
Ciao, muh!
#6
Posté 08 février 2010 - 09:22
thanks
#7
Posté 08 février 2010 - 10:48
I recall that there is a limit of three dynamic lights per object, if you got more it will start looking weird. ie any extra light source will fail causing bad lightning of the object(s) in question. so if you work with dynamic lightning you can't have many that cast light simulationus on the player for example.
#8
Posté 08 février 2010 - 01:28
the point of the mod is to actually have very few illumination
separating the light sources will suffice, CID?
#9
Posté 08 février 2010 - 02:24
Sorry, but what does it means "dynamic lighting"? are you talking about the "animated" lights?
#10
Posté 08 février 2010 - 05:15
dynamic lightning is light that isn't baked into the lightmap and is spawn and calculated in realtime. such as visual effects from spells.
#11
Posté 09 février 2010 - 07:49
but with spells it lasts very little. from torches and the like is prolonged.
#12
Posté 09 février 2010 - 08:45
into the level editor how are these lights called?
#13
Posté 11 février 2010 - 08:10
good question: how do we recognize real light sources form fake ones?
#14
Posté 12 février 2010 - 07:36
What do you mean with "real" and "fake" light
?
Ciao, muh!
Ciao, muh!
#15
Posté 12 février 2010 - 09:37
real light: a real light emitter
fake: one that looks the same but does not propagate light
think like in oblivion.
fake: one that looks the same but does not propagate light
think like in oblivion.
#16
Posté 12 février 2010 - 10:12
Ah, you mean like in Oblivion there are candles that just look like a burning candle but don't emit light, and there are candles that actually do emit light.
That doesn't exist in DA:O, props and lights are strictly separate. If you put a huge burning fire somewhere it will not emit light, you have to manually add a light source to get illumination going.
Ciao, muh!
That doesn't exist in DA:O, props and lights are strictly separate. If you put a huge burning fire somewhere it will not emit light, you have to manually add a light source to get illumination going.
Ciao, muh!
#17
Posté 12 février 2010 - 10:21
My doubt is how can i recognize those "dynamics light" from the others one.
#18
Posté 12 février 2010 - 11:19
thanks, Muh! this info comes handy!
#19
Posté 12 février 2010 - 11:37
@Nattfodd: If you are just looking at them in the level editor window - you can't, they have identical icons. You have to select an individual light and check its type in the object inspector. This is why you should give your lights meaningful names and group them. All my static lights end in "static", all baked lights in "baked", and I also shove them in individual groups so I can easily select them.
Ciao, muh!
Ciao, muh!
#20
Posté 12 février 2010 - 02:12
Yes i know the types of lights in level editor, but i don't know wich one of this types i have to create if i want to create a "dynamic light". Maybe the "baked" one?.
#21
Posté 12 février 2010 - 04:29
No. A baked light stores all its illumination into the lightmap when you hit the "Render Lightmaps" button. It's only there in the level editor and effectively disappears when you are in game.
A static light only calculates its shadow map when you do the "Render Lightmaps" step, so it can figure out where its light goes and where it doesn't. The illumination it provides is calculated in the game while you are playing.
So static lights in this context are "dynamic" lights, and baked lights are not.
Ciao, muh!
A static light only calculates its shadow map when you do the "Render Lightmaps" step, so it can figure out where its light goes and where it doesn't. The illumination it provides is calculated in the game while you are playing.
So static lights in this context are "dynamic" lights, and baked lights are not.
Ciao, muh!
#22
Posté 12 février 2010 - 05:48
Uff... at the end i got an answer, thank you very much.
#23
Posté 12 février 2010 - 08:32
thebigMuh is quite helpful XD we'd hug him!
#24
Posté 12 février 2010 - 08:46
Thanks, I like my virtual hugs XD
Ciao, muh!
Ciao, muh!
#25
Posté 14 février 2010 - 07:20
if you knew also how to make custom armor you'd ask me everything XD





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