PDA

View Full Version : UEd2 Outdoor Sunlight


GTD-Carthage
24th Sep 2004, 10:51 PM
This has probably been a question already asked but this is a major problem for out-door UT '99 maps.

Since, in UT '99, you'll have to put several individual light-actors all over the outdoor area of your map. Because of that, almost all outdoor maps in UT '99 either have to pretend to be dark or night.

As seen already, maps in UT 2k3-2k4 with some exposure to outdoor areas have sunlight. All sourced from only 1 actor and 1 direction all over the area. I'm trying to do the same in UT '99 but I think some coding is still required. Can anyone help?

Kantham
24th Sep 2004, 11:17 PM
putting only 1 light whit 10000 of range should do the trick?

or you can (if ur map is like a cavern whit celing holes)put light up of thems (celing holes)

GTD-Carthage
24th Sep 2004, 11:21 PM
Well, your first suggestion is impossible. And, I'm currently not really building a cavern. Rather, it's an oilrig of some sort.

Kantham
24th Sep 2004, 11:26 PM
well .. try many light and give them a good range of them

sorry i only use 3.0

GTD-Carthage
24th Sep 2004, 11:28 PM
Errr... that's precisely what this question contends to. If I do that, the map looks strange since I'm not good with outdoor lighting. But, at least...

Kantham
24th Sep 2004, 11:53 PM
yea i know , if u use a lot of them u might see 3 shadow for 1 tree and from 1 sun , Its make non-sence

GTD-Carthage
25th Sep 2004, 12:16 AM
Yup.

XepptizZ
25th Sep 2004, 05:48 AM
If you've checked out my scrshots of my beta map CTF-Dawn it doesn't look to bad, the trick is to give every hill a certain ammount on one side, One big tip I can give you and just learned for my self is to set the zonelightning to a blue-ish ammount so the shadowside of the hill or whatever isn't plain black. In ut2k4 they use two sunlightactors to get that effect.

Kantham
25th Sep 2004, 02:00 PM
yea .. i did almost the same ... but u might be paticient whit lightning builing

GTD-Carthage
25th Sep 2004, 07:33 PM
I've taken note of that so maybe I might as well do it the hard way but thanks anyway. But if possible, can a light actor for UT '99 mimic the code of the Sunlight Actor from UT '99?

XepptizZ
25th Sep 2004, 07:46 PM
Srry, I'am not a scripter yet. If the engine isn't forced to emit a certain radius it should be possible to make a script, if not you could just try to make a script wich allows for a larger radius, but more likely a light wich emits a higher radius then other lights set to the same radius.

Bot_40
25th Sep 2004, 07:53 PM
very much doubt it would be possible. That is prolly hardcoded into the engine

GTD-Carthage
25th Sep 2004, 07:54 PM
Hmmm... I'm not a scripter either... but at least someone here should know how to program an actor... although unless someone does help, I'll just have to place multiple light actors like what you've said.

GTD-Carthage
25th Sep 2004, 08:03 PM
very much doubt it would be possible. That is prolly hardcoded into the engine

But I do hope it is possible...

MartinW
25th Mar 2005, 10:46 AM
http://www.planetunreal.com/teamvortex/outdoorlighting.jpg

ReD_Fist
25th Mar 2005, 04:19 PM
try using "spotlight"

Or "static spot"

GTD-Carthage
25th Mar 2005, 06:25 PM
That's preciesly what I do with my maps these days but it's a little long and tiring. First, I place non-incedecent lights over an inaccessible surface above the player, an area not seen by him. I color it orange or yellow. Then, I place another light where the character goes through. (areas not touched by sunlight and/or areas accessible by the player) I color it blue and reduce the brightness... but it's a bit "uncontrollable".

Kantham
25th Mar 2005, 06:31 PM
well .. try many light and give them a good range of them

sorry i only use 3.0

Like i said 5 month ago (because martinW bumped this thread), try to use 1 light and make it a little low on lightness , to make it look like a sun.

Do you looked at the link that MartinW gived you? , it's a good idea for it.

GTD-Carthage
25th Mar 2005, 06:39 PM
Like i said 5 month ago (because martinW bumped this thread), try to use 1 light and make it a little low on lightness , to make it look like a sun.

Do you looked at the link that MartinW gived you? , it's a good idea for it.
Yeah... balancing the brightness can settle for the sun.

I've studied ONP as I played it before and looked up the Sunspire at the Intro of ONP through the Editor. A few huge "sun" lights and several "diffuse ambient" lights. The link MartinW gave does give the feeling however, the sunlight obviously looks better if it does not touch the ground too much where the player is.

ReD_Fist
25th Mar 2005, 06:46 PM
That's preciesly what I do with my maps these days but it's a little long and tiring. First, I place non-incedecent lights over an inaccessible surface above the player, an area not seen by him. I color it orange or yellow. Then, I place another light where the character goes through. (areas not touched by sunlight and/or areas accessible by the player) I color it blue and reduce the brightness... but it's a bit "uncontrollable".


Just put a row of static spots on one side of map (dark color) a rotate,then put in another row of spots (light color) on other side of map,shining at the oppisite direction

Also if you want the (meshes=players=items) to glow a certain way, set light to"omnibumpmap"

GTD-Carthage
25th Mar 2005, 06:48 PM
Now that solves my wondering about what an OmniBumpMap is. Thanks BTW.