Bumbleson on 27/2/2005 at 23:43
I finally got the editor working without continuously having to reset my system. (this is Dromed's evil brother, isn't it? :grr: )
I'm still totally confused as to where I should start, so at the moment I just take a look around in the existing maps. Problem: when I use Flesh Render mode, the picture is really dark and I can barely see anything. Is there an option to adjust the brightness in the preview window? I know there's a fullbright button, but that's not what I want. I mean something like the brightness slider in the game options.
Mandrake on 28/2/2005 at 04:28
I havn't found one yet, but hopefully someone else will, as I would like to know too :)
Dark Arrow on 28/2/2005 at 17:22
Speaking of brightness: Is there a global ambient setting somewhere (like Ambient 20 20 20)? Everything is completely dark unless I add lights.
Stardog on 28/2/2005 at 17:46
Quote Posted by Dark Arrow
Speaking of brightness: Is there a global ambient setting somewhere (like Ambient 20 20 20)? Everything is completely dark unless I add lights.
I'm wondering this too. Normally in UnrealEd you'd stick a ZoneInfo actor into your map, then edit the AmbientBrightness, but it doesn't seem to work in this editor. In some areas I don't want my shadows to be pitch black.
Gingerbread Man on 28/2/2005 at 18:14
Hrhm. I seem to remember getting global ambience to work just fine and intuitively... Maybe try under Level Properties (should be under View in the toolbar). Pop that up and see what messing with the light colours / level do for you.
Same goes for distance fogging (which I suddenly remember another thread asking about, though I don't remember if it was specifically asking about plane-based fog or loading fog or distance fog)
For a "per area" kind of application, you'd have to use zoneinfo actors, yeah. But then you also need to create zones, obviously.
[NAUC]Chief on 28/2/2005 at 18:30
precisely what gingerbreadman said. In level proeprties go into Zone Light and adjust there- ambient brightness of 60 seems good (see the mis2t3d thread screenshots to see an ambient of 60).
Stardog on 28/2/2005 at 18:55
Ahh, that's it. I saw that value, but the info box for it says it's deprecating and to use AmbientColour instead, so I just left it. :thumb:
Ulukai on 28/2/2005 at 19:02
[QUOTE='[NAUC]Chief']ambient brightness of 60 seems goodPlease be
very, very careful with ambient light. They're only marginally above rotating disco lights and nalifruits in my big bible of Things Not To Do. Yes, it will illuminate an entire level and eliminate and pitch black areas, but unless you're careful you can wash out the lighting and make a big fugly, foggy gloop.