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Painting with Lights
#3
Posted 10 August 2011 - 11:03 PM
Decoy, on 10 August 2011 - 09:45 PM, said:
[text]news 321[/text]
1) This is a beautiful map, Don't wreck the windows please. ;)
2) I do agree with directional lighting, If it is lit up it is more inviting yet if it was dull, dark and dingy it is less inviting.
3) Can't wait for the next video, was very informative and i have learnt a lot from this.
#5
Posted 10 August 2011 - 11:08 PM
oh wow, I watched the whole 40 Minutes, and the Video is amazing.
Oh wow Thankyou FrankieV :)
I did write down some notes on my paper, one side is filled with some stuff, really interesting overall.
I am on linux and I am mapping for UrbanTerrorHD, so all the mac guys complaining should get up and see what you can do with an emulator (that's the way I am using UrTHD_a3 to test my maps).
It's not all about just playing the game, creating content is also very high priority as well as knowing the engine.
I really like the Idea of guiding the Player with lights, that's nice.
But about the Video, it's nice that it's in 720p HD but I see some framerate issues with frankie's video...
Dunno if his computer isnt all about capturing or busy with some other stuff, but as soon as he's moving the framerate goes to the ground,
which - well it might say that there's no vis in the map *cough* - in opposite of the lights that are wonderful, or it's just an issue with his computer.
I'd really appreciate some screenshot(s) of the in-radiant light setup, that could work also very very good in guiding the mappers to "how" to do that.
Also some sort of Light debugging in-game would be nice to have, such like an gui what prints on devmode and some cgame / renderer cvar where the light entity is and what tone and intensity it has.
That's all from my side, thanks to the whole FS team (specially to Frankie and decoy) for doing that Tutorial :)
ps: screens of the light dome please? :D
Oh wow Thankyou FrankieV :)
I did write down some notes on my paper, one side is filled with some stuff, really interesting overall.
I am on linux and I am mapping for UrbanTerrorHD, so all the mac guys complaining should get up and see what you can do with an emulator (that's the way I am using UrTHD_a3 to test my maps).
It's not all about just playing the game, creating content is also very high priority as well as knowing the engine.
I really like the Idea of guiding the Player with lights, that's nice.
But about the Video, it's nice that it's in 720p HD but I see some framerate issues with frankie's video...
Dunno if his computer isnt all about capturing or busy with some other stuff, but as soon as he's moving the framerate goes to the ground,
which - well it might say that there's no vis in the map *cough* - in opposite of the lights that are wonderful, or it's just an issue with his computer.
I'd really appreciate some screenshot(s) of the in-radiant light setup, that could work also very very good in guiding the mappers to "how" to do that.
Also some sort of Light debugging in-game would be nice to have, such like an gui what prints on devmode and some cgame / renderer cvar where the light entity is and what tone and intensity it has.
That's all from my side, thanks to the whole FS team (specially to Frankie and decoy) for doing that Tutorial :)
ps: screens of the light dome please? :D
This post has been edited by v3nd3tta: 10 August 2011 - 11:10 PM
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#6
Posted 10 August 2011 - 11:24 PM
The hallway looks very nice. But on the outside there are few things i don't understand.
Those arches are all well lit, it's visible that the arch itself is illuminated and it's surrounded by a shadow.
But where is that kind of light coming from. There is no light source in the map itself.
I can see several shadows clashing and mixing, but again there is no real light source that would cause them.
And what about shadows, some of those light entities have quite low value. Wont that make shadows too bland?
What about night maps where you have street lights. Should we let street lights do their job and then paint in the light where needed?
What about day time maps where the skybox is the main light source. With light painting you get a noticeable stadium lights effect that wont match the skybox.
I'm right now working on a night time map and of course I'm using street lights, light that comes from windows in combination with blue skybox to light things up and define shape.
Should i abandon this type of lighting or combine the 2 or just stick with what i started with.
I am bump mapping it and from what i saw, yes the specular does needs a helping hand on certain places.
Those arches are all well lit, it's visible that the arch itself is illuminated and it's surrounded by a shadow.
But where is that kind of light coming from. There is no light source in the map itself.
I can see several shadows clashing and mixing, but again there is no real light source that would cause them.
And what about shadows, some of those light entities have quite low value. Wont that make shadows too bland?
What about night maps where you have street lights. Should we let street lights do their job and then paint in the light where needed?
What about day time maps where the skybox is the main light source. With light painting you get a noticeable stadium lights effect that wont match the skybox.
I'm right now working on a night time map and of course I'm using street lights, light that comes from windows in combination with blue skybox to light things up and define shape.
Should i abandon this type of lighting or combine the 2 or just stick with what i started with.
I am bump mapping it and from what i saw, yes the specular does needs a helping hand on certain places.
This post has been edited by Rayne: 10 August 2011 - 11:26 PM
#7
Posted 11 August 2011 - 02:45 AM
hallways do look very nice. with the shadows coming down from the ceiling and in the corners.
and all of rayne's points are valid :)
will they be fullbright players... does the game engine allow for dynamic lighting/shadows on the player?
if so, id be willing to wait even longer for urt just to have that added.
whats the point of all this pretty/fancy lighting if it doesnt affect your player visibility and appearance?
and all of rayne's points are valid :)
will they be fullbright players... does the game engine allow for dynamic lighting/shadows on the player?
if so, id be willing to wait even longer for urt just to have that added.
whats the point of all this pretty/fancy lighting if it doesnt affect your player visibility and appearance?
A.K.A. [idgaf.]Face(Clan Leader)
#8
Posted 11 August 2011 - 02:54 AM
Some on the fly info.
Yes the player models are self-illuminated under all conditions and are unique to the side that they are on. Sarah is Red Dragon and there will not be a UTRT version. This way we can control the light level of the player model and the mapmaker only need to worry about the overall lighting of their maps. Their lighting does react to the environment, as is the dynamic nature of a spec map but this approach ensures a good player to background contrast with is the leading problem of player model blending.
Lighting set up wise I first worry about the look of how I want an environment to be lighted and then worry about where the source of the light is coming from. As I mentioned I’m only setting up the overall look and feel that I want. You can spend way to much time worrying about where to put stuff when it’s a lot faster and easier to get the rendered look and then worry about where to put stuff and make any fitting adjustments.
As for shadows stealing a move line “You don’t think that’s real air that your are breathing?†the same question can be asked about any computer generated environment “You don’t think that’s real lights you are using?†After that we can spend pages just going over light and shadow theory and there are plenty of places that deal with lighting theory that you can go to, pick up a few practical tricks, and then apply them to your own work.
Sky boxes: Painting with lights is a general use concept. You do not need to use it under any kind of condition if you do not want to but what needs to be avoided is the use of a texture to project lights. Walls do not produce light, they reflect light and that is something you can do using the spec map. That’s what it is there for.
Sky boxes though is a legit light source, it’s the sky, but the levels should be set first before introducing anything that adds a source of light that is difficult to control. Blade Killer can help a lot in this area as Tombs is the best natural lighted map I’ve seen yet night or day.
Once again this is just general information based on observation that the addition of spec and normal maps are not being used in away that they are designed to be used in general). If you look at your render and think, “Dam that’s an awesome spec and normal map†then it was not done right and I think the problem is not in there use but based on the lack of understand of in which order texture maps should be applied and in this case since spec and normal maps are shaders they need to be applied first before adding and other shaders that have become a normal habit, ie applying the “shader†before making the normal and spec maps.
Last notes:
Be advised that we are still in the process of discovery and that we have somewhat a general idea of what is going on but there is enough information at this time to present it at this time, right or wrong, and let the mapping community decide what adjustments need to be made but the number one consideration is when you make changes to an engine and you add advance mapping types like spec and normal/bump maps you need to go back and re-examine the “processâ€
Yes the player models are self-illuminated under all conditions and are unique to the side that they are on. Sarah is Red Dragon and there will not be a UTRT version. This way we can control the light level of the player model and the mapmaker only need to worry about the overall lighting of their maps. Their lighting does react to the environment, as is the dynamic nature of a spec map but this approach ensures a good player to background contrast with is the leading problem of player model blending.
Lighting set up wise I first worry about the look of how I want an environment to be lighted and then worry about where the source of the light is coming from. As I mentioned I’m only setting up the overall look and feel that I want. You can spend way to much time worrying about where to put stuff when it’s a lot faster and easier to get the rendered look and then worry about where to put stuff and make any fitting adjustments.
As for shadows stealing a move line “You don’t think that’s real air that your are breathing?†the same question can be asked about any computer generated environment “You don’t think that’s real lights you are using?†After that we can spend pages just going over light and shadow theory and there are plenty of places that deal with lighting theory that you can go to, pick up a few practical tricks, and then apply them to your own work.
Sky boxes: Painting with lights is a general use concept. You do not need to use it under any kind of condition if you do not want to but what needs to be avoided is the use of a texture to project lights. Walls do not produce light, they reflect light and that is something you can do using the spec map. That’s what it is there for.
Sky boxes though is a legit light source, it’s the sky, but the levels should be set first before introducing anything that adds a source of light that is difficult to control. Blade Killer can help a lot in this area as Tombs is the best natural lighted map I’ve seen yet night or day.
Once again this is just general information based on observation that the addition of spec and normal maps are not being used in away that they are designed to be used in general). If you look at your render and think, “Dam that’s an awesome spec and normal map†then it was not done right and I think the problem is not in there use but based on the lack of understand of in which order texture maps should be applied and in this case since spec and normal maps are shaders they need to be applied first before adding and other shaders that have become a normal habit, ie applying the “shader†before making the normal and spec maps.
Last notes:
Be advised that we are still in the process of discovery and that we have somewhat a general idea of what is going on but there is enough information at this time to present it at this time, right or wrong, and let the mapping community decide what adjustments need to be made but the number one consideration is when you make changes to an engine and you add advance mapping types like spec and normal/bump maps you need to go back and re-examine the “processâ€
doing "stuff" with dead things.
#9
Posted 11 August 2011 - 06:27 AM
I think the key word here is natural.
As natural lighting as possible. From what i could tell so far, how spec maps look like depends a lot from which direction the light is coming from.
And they react to very low light values so often you can see reflections in pitch black places.
As natural lighting as possible. From what i could tell so far, how spec maps look like depends a lot from which direction the light is coming from.
And they react to very low light values so often you can see reflections in pitch black places.
#10
Posted 11 August 2011 - 07:01 AM
I found that very encouraging and inspirational and I really look forward to hearing more as you discover more.
It's made me reconsider some of the work I've been doing on my current map projects.
I have a couple of questions if that's ok?
Will the new fog be locked, it looks amazing to me and I think it adds a lot to a scene, the effect of distance and depth is enhanced with just that small amount of fog BUT, I'd prefer that players cannot turn if off or change the setting that the mapper chooses.
Currently (in alpha and bumpy) normal/bump maps are loaded based on the filename and the name of the shader, will we be able to specify which normal/bump map is to be used on a per-shader basis? So in effect share normal and bump maps between several shaders.
From what I understand, new "dynamic" player model lighting will be based only on light entities, light emitting shaders will have no effect?
Will a new (official) entities.def be provided for those interested in mapping for HD or is this too soon?
Frankie, thank you very much for that, it's very much appreciated.
It's made me reconsider some of the work I've been doing on my current map projects.
I have a couple of questions if that's ok?
Will the new fog be locked, it looks amazing to me and I think it adds a lot to a scene, the effect of distance and depth is enhanced with just that small amount of fog BUT, I'd prefer that players cannot turn if off or change the setting that the mapper chooses.
Currently (in alpha and bumpy) normal/bump maps are loaded based on the filename and the name of the shader, will we be able to specify which normal/bump map is to be used on a per-shader basis? So in effect share normal and bump maps between several shaders.
From what I understand, new "dynamic" player model lighting will be based only on light entities, light emitting shaders will have no effect?
Will a new (official) entities.def be provided for those interested in mapping for HD or is this too soon?
Frankie, thank you very much for that, it's very much appreciated.
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