View Full Version : Suggestions on Outdoor Daytime lighting?
Waffnuffly
9th Mar 2002, 07:55 PM
I mainly use a bunch of 128 Light Radius Cylinder lights with 150 as Light Hue, 220-200 as Light Saturation, and about 100-150 for light brightness for daytime. Just think "Daytime" as about 2 PM on a really sunny day.
Does anyone have any better suggestions on achieving this effect with little to no slowdown and no nasty looking errors?
The ultimate novice
9th Mar 2002, 08:46 PM
Unfortunately, UT does not support parralell lighting, which is preciecely what you would normaly use to create a unidirectional light, such as the sun. I have seen a creative solution for this problem, involving movers to direct several lights in a certain direction accross the landscape. I threw together a picture in MS paint to illustrate this idea. The movers(purple lines) will move up and out of the level as soon as the game starts, while the level retains the lighting of the movers' first positions. I hope this makes sense.
Waffnuffly
9th Mar 2002, 09:00 PM
Cool, that's a pretty good idea.:) Thanks, I may try that.
Here, look at the first segment of a RTNP SP map I'm making if you wanna see how I did the lighting in-game and/or in the Editor. It's a small 153KB file because I only build the geometry and did the lighting for a very early segment of the map.
And if you play it, could you give me some insight about the terrain? I mainly used the 2D shape editor in conjunction with the Floor Lofter. Thanks:)
DRT-Maverick
10th Mar 2002, 01:01 AM
Include me in this conversation. I need help with outdoor lighting too. How do I get shadows and stuff from models? Is there a script out there?
Machismo
10th Mar 2002, 01:03 AM
not possibele unless u hide an invisible brush with a similar shape inside the mesh
DRT-Maverick
10th Mar 2002, 01:12 AM
Go to team vortex's site and I'd like to see you say that again. :)
Machismo
10th Mar 2002, 02:02 AM
yes. i've seen the vortex pictures and i assumed that, thats how they did it. maybe not :o
@kuma
10th Mar 2002, 05:48 AM
Originally posted by The ultimate novice
The movers(purple lines) will move up and out of the level as soon as the game starts, while the level retains the lighting of the movers' first positions. I hope this makes sense.
nice idea, the problem is when you get overlap in those lights & it either greens or whites out.
UT can't really that realistic outdoor lighting so you're best off doing something more cartoony IMO.
in conjunction with the Floor Lofter
dear god, no :p
those ONP 'shadows' are a modified decal thingy, they dont look that great but certainly much better than nothing. You can fake it on flat terrain with a modulated sheet 1 unit above the ground with a drawn on, fading out shadow of the object in question.
Waffnuffly
10th Mar 2002, 11:03 AM
Originally posted by @kuma
dear god, no :p
Oh don't worry, I'm not using the Floor Lofter for lighting!:D (if that's even possible...:con:), I'm using it with the 2D shape editor to make the terrain, since I don't have any money for 3DS MAX:p:(.
Oooohhh I'd love to have that tool....... I'd be able to make some great looking starships.....
Dr. Nick
16th Jun 2003, 03:00 PM
Unfortunately we'd probably have real ones by the time you got it and got proficient enough to make your own :)
(No offense intended)
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