is this how the lighting should look ?
Re: is this how the lighting should look ?
thanks again Mr B
im off to try and put it all together..
I'll keep you informed.
Wooper
im off to try and put it all together..
I'll keep you informed.
Wooper
Re: is this how the lighting should look ?
It would be ok without bumps -these are buggy.You need larger radius lights,or more and smaller ones placed cunningly.
You should continue with staticmeshes and leave bumpmapping eyecandy aside for the moment.
Appart other drawbacks,dot3 needs dynamic lights and the limmit is about 39 lights in a level.
Even then,only (one) the nearest light works for each dot3 bumpmapped actor,and this is not steady.
The geometry flashes from side to side because the nearest light is the light close to the player and the bumpmapped actor.
Except-if you place no dynamic lights in the level and actor buildings use their default lightning-the rest actors-player,pawns etc have fill color 255 255 255.
The half of the dot3 actor geometry will be black as coal-you wont see anything when you look the dark side.
Only staticentityproxies are suitable for dot3 -(the only working bumpmapping type) and you would need extra invisible face flagged bsp brushes for collision.
(The sep should be slightly smaller than the coll. brushes).
It is too much work and little fun,so avoid bumpmapping.
I say use free staticmeshes shapes,even if the pawns see you behind the walls and if the bullets go through the buildings.
Just dont place pushable actors on staticmeshes,because as you push them,you get buried in the terrain.
Staticmeshes may use bumpmap immitation on the diffuse.
Conclusion:Have fun by using small architect meshes and make quick combinations with them,than waiting days to build bsp collision and then find out you want something else.
You should continue with staticmeshes and leave bumpmapping eyecandy aside for the moment.
Appart other drawbacks,dot3 needs dynamic lights and the limmit is about 39 lights in a level.
Even then,only (one) the nearest light works for each dot3 bumpmapped actor,and this is not steady.
The geometry flashes from side to side because the nearest light is the light close to the player and the bumpmapped actor.
Except-if you place no dynamic lights in the level and actor buildings use their default lightning-the rest actors-player,pawns etc have fill color 255 255 255.
The half of the dot3 actor geometry will be black as coal-you wont see anything when you look the dark side.
Only staticentityproxies are suitable for dot3 -(the only working bumpmapping type) and you would need extra invisible face flagged bsp brushes for collision.
(The sep should be slightly smaller than the coll. brushes).
It is too much work and little fun,so avoid bumpmapping.
I say use free staticmeshes shapes,even if the pawns see you behind the walls and if the bullets go through the buildings.
Just dont place pushable actors on staticmeshes,because as you push them,you get buried in the terrain.
Staticmeshes may use bumpmap immitation on the diffuse.
Conclusion:Have fun by using small architect meshes and make quick combinations with them,than waiting days to build bsp collision and then find out you want something else.
Last edited by Veleran on Fri Oct 31, 2008 12:25 am, edited 2 times in total.
Re: is this how the lighting should look ?
The lights are a bit too flashy for my liking. For example the red lights; sure they may look cool but they're very unnatural. The colors are just too bright. That's just my opinion, though. On the other hand, not every game has to look as realistic as possible. You could go for a little wacky style in your art and I think it could be cool, too.
Pain is only psychological.
Re: is this how the lighting should look ?
If it is cartoon or humour style,it is another thing.
Natural lightning in a level also means that you wont get too confused when you navigate through.
Use light angles that help the geometry to show up and still have some conrast.
Natural lightning in a level also means that you wont get too confused when you navigate through.
Use light angles that help the geometry to show up and still have some conrast.
Re: is this how the lighting should look ?
hey theer
and thx all for the comments and tips.
just to let you know..
this level took less than half an hour to make
I just put it togther to get a very rough idea
of the potential was all.
the lighting is surely NOT finished
it could take up to another half hour
or so to get it right ( JOKE !!!!)
I wanted to see IF the basic lighting would work well
with . act files and adding them in using STATICMESHES is all.
and
I did try to add bumpmapping to one of them
and it sure didnt seem to be very stable....except for my playerpawn
he looked way cool..heheheh
so i will experiment with both bumpmapped and non-bumpmapped .act files
and se how it goes.
and thx again to all for the comments..it all helps.
I could just step outside my door and walk around town...
I'd much rather try to build a cool looking fantasy-styled world..
that looks.....well....let's just say......like a..........FANTASY.....
thx again to all
Wooper
and thx all for the comments and tips.
just to let you know..
this level took less than half an hour to make
I just put it togther to get a very rough idea
of the potential was all.
the lighting is surely NOT finished
it could take up to another half hour
or so to get it right ( JOKE !!!!)
I wanted to see IF the basic lighting would work well
with . act files and adding them in using STATICMESHES is all.
and
I did try to add bumpmapping to one of them
and it sure didnt seem to be very stable....except for my playerpawn
he looked way cool..heheheh
so i will experiment with both bumpmapped and non-bumpmapped .act files
and se how it goes.
and thx again to all for the comments..it all helps.
BTW...just in passing......If i wanted to absorb myself in a realistic LOOKING world..The lights are a bit too flashy for my liking. For example the red lights; sure they may look cool but they're very unnatural.
I could just step outside my door and walk around town...
I'd much rather try to build a cool looking fantasy-styled world..
that looks.....well....let's just say......like a..........FANTASY.....
thx again to all
Wooper
Re: is this how the lighting should look ?
hey theer again..
can any of you guys
post a few shots of your levels
to let me see the effects your getting
with or without bumpmapping
and to see your general lighting application ?
a picture is worth 10,000 words they say.
well USA says 1000
China says 10,000
maybe because their pic is loaded with MELAMINE........
thx again all
Wooper
can any of you guys
post a few shots of your levels
to let me see the effects your getting
with or without bumpmapping
and to see your general lighting application ?
a picture is worth 10,000 words they say.
well USA says 1000
China says 10,000
maybe because their pic is loaded with MELAMINE........
thx again all
Wooper
Re: is this how the lighting should look ?
Download my talisman demo from my filefront address. Not very good graphics really it was an experiment with geometry. The first level is entirely actors in sep's static meshes and the second is all bsp geometry except for the pawns and a couple of actors necessary to make the level work.
Re: is this how the lighting should look ?
Several screens of a few untextured walls,but the lightning is set.I have nt done much,but you can see something.
All is Bsp made in 3dsMax 4.2 exported as .map via a Maxscript called GLB2 Mapexporter.
http://veleran.tripod.com/Lugdush/screenshots.html
I have some top view diagrams of how each light intersects the other,but i cant post anything more,because i have reached my upload file limit.
Anyway,you will understand with one look that some lights are around 215 brightness,some are a little darker,and some less lights are 255 brightness level.
The smaller projecting blocks are 96 units and most lights have about 250-350 units radius.
All is Bsp made in 3dsMax 4.2 exported as .map via a Maxscript called GLB2 Mapexporter.
http://veleran.tripod.com/Lugdush/screenshots.html
I have some top view diagrams of how each light intersects the other,but i cant post anything more,because i have reached my upload file limit.
Anyway,you will understand with one look that some lights are around 215 brightness,some are a little darker,and some less lights are 255 brightness level.
The smaller projecting blocks are 96 units and most lights have about 250-350 units radius.
Re: is this how the lighting should look ?
Thx Veleran
for t hose screen shots
looks very nice
did y ou use bumpmapping on those
castle wall textures ??
Bernie thx too..im still d/ling your stuff to look ta
Wooper
for t hose screen shots
looks very nice
did y ou use bumpmapping on those
castle wall textures ??
Bernie thx too..im still d/ling your stuff to look ta
Wooper
Re: is this how the lighting should look ?
hey BERNIE
very nice lil demo
well done
and a cute story line too
my framerate in that level
was over 225 FPS...
tiny lil help for you....
Leprechaun
and
Blessed
thx again...lets on with the fun...
Wooper
very nice lil demo
well done
and a cute story line too
my framerate in that level
was over 225 FPS...
tiny lil help for you....
Leprechaun
and
Blessed
thx again...lets on with the fun...
Wooper
Re: is this how the lighting should look ?
I did nt use bump mapping.It is just a generic wall temporary texture -a diffuse.
EMbump mapping does nt look like bump map-it is more like an illumination map with no medium tones.
So,there is no bump map for Bsp world geometry you can really use.I know the lightning on the diffuse does nt match with the scene's light angles,but it is better than nothing.
EMbump mapping does nt look like bump map-it is more like an illumination map with no medium tones.
So,there is no bump map for Bsp world geometry you can really use.I know the lightning on the diffuse does nt match with the scene's light angles,but it is better than nothing.