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Lighting to one area
Posted: Tue Apr 08, 2008 5:47 pm
by Grev
Is it possible to add lighting to one area of a map? Im working on a mustafar map, and having a lava texture for lava is kind of bland. So I wondered if it was possible to add a glow by either ze lighting, or possibly something else? It was done in the stock mustafar, so I wondered how?
Re: Lighting to one area
Posted: Tue Apr 08, 2008 5:50 pm
by Maveritchell
Omni or spot lights can be used for specific areas.
Re: Lighting to one area
Posted: Tue Apr 08, 2008 6:03 pm
by Grev
Ok, so its possible, but can someone explain how that would be done?
Re: Lighting to one area
Posted: Tue Apr 08, 2008 6:05 pm
by Maveritchell
Add an omni or a spot light. Size it/point it where/however. It's in the lighting tab. Pretty self-explanatory.
Re: Lighting to one area
Posted: Tue Apr 08, 2008 6:17 pm
by Grev
Is there any renaming neccasary? And any settings that must be used? Or just select the color, place, name something, and munge?
Re: Lighting to one area
Posted: Tue Apr 08, 2008 6:20 pm
by Maveritchell
Grev wrote:Or just select the color, place, name something, and munge?
Bingo. You'll probably want to "burn objects to terrain" under the image tab (upper right), but other than that it's a pretty simple process.
Re: Lighting to one area
Posted: Wed Apr 09, 2008 7:20 am
by Grev
Thanks man! One more question, to get shadows, do I put just one light or a light behind everything that needs a shodow?
Re: Lighting to one area
Posted: Wed Apr 09, 2008 2:32 pm
by DarthD.U.C.K.
yes, but make shure the cast-shadow-option is turned on and the objects have a shadowvolume
Re: Lighting to one area
Posted: Wed Apr 09, 2008 3:52 pm
by Grev
DarthD.U.C.K. wrote:yes, but make shure the cast-shadow-option is turned on and the objects have a shadowvolume
First of all, yes to what? And whats the shadow volume?
Re: Lighting to one area
Posted: Wed Apr 09, 2008 4:38 pm
by woner11
Grev wrote:a light behind everything that needs a shodow
Yes to that. And shadow volume, I beleive, is the shadow itself in the shape of the object.
Re: Lighting to one area
Posted: Thu Apr 10, 2008 1:05 pm
by FragMe!
Shadow volume is a lowresolution version of the model that is part of the mesh. So if you had a model of a house with all sorts of windows and fancy things on it the shadow volume for that would be nothing more than a box with a pointy bit on top for the roof.
The artguide.doc file in documents explains it a bit better. You can also create a shadow volume via a msh.option file and the -hireshadow option. More info on this can be found in the miscdocumentation.doc
Re: Lighting to one area
Posted: Thu Apr 10, 2008 3:56 pm
by Grev
Do the shipped assets all have that? If Im using naboo shipped assets, from Bf1 and 2, would I need to create new shadow volumes?
Re: Lighting to one area
Posted: Thu Apr 10, 2008 4:49 pm
by FragMe!
Unfortunately no not all assets have a shadowvolume.
If you don't have a program like object converter to look at msh files you could open them with a hex editor and do a search for _sv and that will at least let you know if the msh has a shadow volume.
The other way is put a directional light on a map, put the objects in question in the map, munge, start game put lighting quality to high and look at the objects and see if they cast shadows. I know that sounds silly but it works and it is relatively easy to do.
Re: Lighting to one area
Posted: Thu Apr 10, 2008 4:56 pm
by Taivyx
To generate a hi-res shadowvolume, you'd make a msh.option file with this in it:
<int> means the LOD distance the shadow can be viewed from.
I have no idea how much this adds to the munge time, but it's worth a try.