Lighting to one area
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Grev
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Lighting to one area
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?
- Maveritchell
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Re: Lighting to one area
Omni or spot lights can be used for specific areas.
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Grev
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Re: Lighting to one area
Ok, so its possible, but can someone explain how that would be done?
- Maveritchell
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Re: Lighting to one area
Add an omni or a spot light. Size it/point it where/however. It's in the lighting tab. Pretty self-explanatory.
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Grev
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Re: Lighting to one area
Is there any renaming neccasary? And any settings that must be used? Or just select the color, place, name something, and munge?
- Maveritchell
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Re: Lighting to one area
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.Grev wrote:Or just select the color, place, name something, and munge?
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Grev
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Re: Lighting to one area
Thanks man! One more question, to get shadows, do I put just one light or a light behind everything that needs a shodow?
- DarthD.U.C.K.
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Re: Lighting to one area
yes, but make shure the cast-shadow-option is turned on and the objects have a shadowvolume
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Grev
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Re: Lighting to one area
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?
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woner11
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Re: Lighting to one area
Yes to that. And shadow volume, I beleive, is the shadow itself in the shape of the object.Grev wrote:a light behind everything that needs a shodow
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FragMe!
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Re: Lighting to one area
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
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
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Grev
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Re: Lighting to one area
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?
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FragMe!
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Re: Lighting to one area
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.
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.
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Taivyx
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Re: Lighting to one area
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.
Code: Select all
-hiresshadow <int>I have no idea how much this adds to the munge time, but it's worth a try.
