Advanced Lighting [message #316090] |
Thu, 07 February 2008 20:39 |
Burn
Messages: 160 Registered: November 2004
Karma: 0
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Hey guys,
I haven't made a map in like... a year, and for some reason I got really interested in making another one again. I want to take my time on this one and make it look really really good.
I noticed a lot of my maps are decent but the lighting is always horrible. I have no idea how to do proper lighting. I've done some poking around and found a nice "VIS Blocker - Make Proper Lighting" tutorial, but it didn't show me how to do the lighting itself.
Is there any tutorial out there that will help me make some nice lighting? Do I have to do all the lighting in LevelEdit and completely guess on what it will look like, then do Compute Vertex Solve, or is there a much easier way of doing it? It would be really awesome if I could somehow do it in RenX, but I'm not sure if that's possible.
To make a long story short, can someone help me with my lighting please?!?! Ideally, I'd like to make and edit lighting at runtime (get a live preview of what it will look like.)
That would be freakin' awesome. Thanks in advance!!
Burn
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Re: Advanced Lighting [message #316099 is a reply to message #316090] |
Thu, 07 February 2008 21:30 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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Editing the lighting at runtime is not possible...(yet?)
To get good lighting, increase the segments of your objects though if you pass a certain limit LE won't load it. Follow everything in that tutorial and you should be able to do things right. (That tutorial makes use of Compute Vertex Solve and no other method.)
nopol10=Nopol=nopol(GSA)
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Re: Advanced Lighting [message #316243 is a reply to message #316090] |
Fri, 08 February 2008 16:20 |
Burn
Messages: 160 Registered: November 2004
Karma: 0
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Thanks for the help!
I think I will contact them and maybe send them this new map I'm making. I'll see what I can do.
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