Building first Map, need some help... - by Gaestle
nomad of the pacific on 28/3/2006 at 13:05
For the brightness, look under Lighting:Color (I think) and if you want to use one instead of two, look at Lighting:LightShape:Radius (I think) to make it cast farther. Best bet is to use Ambient, like Crispy said, keep your areas from getting too big (my greatest sin), and portalize!
Gaestle on 28/3/2006 at 13:20
Quote Posted by nomad of the pacific
For the brightness, look under Lighting:Color (I think) and if you want to use one instead of two, look at Lighting:LightShape:Radius (I think) to make it cast farther. Best bet is to use Ambient, like Crispy said, keep your areas from getting too big (my greatest sin), and portalize!
Portalize? ??? :weird:
Not too big?
But I like adequate halls for entree, for lounching, for enthroning an well proportionated inner-courtyards an battlefield-suitable outer-courtyards and gentle cloister-Courtyards .... and other things like that...
GlasWolf on 28/3/2006 at 17:58
By portalize nomad means zone (I presume) - have you done this as per Komag's tutorial? Each room should be a separate zone, though it is hard to zone any outdoor areas. The size of the rooms shouldn't really make much difference performance-wise, but the lighting required is where the hit can take place. Use no-shadow light types where you can.
Another good tip for lighting is to use the radii view - right click on the sub-window title bar (where it says Top/Side/Front, Top view is usually the most useful) and select Actors -> Radii View. When you select a light it'll show you a red circle to indicate its light radius. It's handy for finding lights that project further than necessary, such as beyond the walls of the room they're meant to lit.
Crispy on 29/3/2006 at 03:58
Yeah, the main problem with the size is indeed the lighting required. It's been demonstrated that even a huge and complicated map that's entirely without shadow-casting lights runs quite fast. :)
Ziemanskye on 29/3/2006 at 06:03
Eniterly without light and alpha-channel meshes runs better (just use the default level ambient light) :thumb:
And remember, you can hide from the AI behind smeshes even if "fully visible" by the light get.
Crispy on 29/3/2006 at 06:41
Heh. Ghosting an entirely shadow-less mission would be an interesting challenge. :)
Gaestle on 29/3/2006 at 07:19
Thanks a lot for the hints.
Gaestle on 11/4/2006 at 09:15
Hello,
two new problems.
I try to make a map with an castle /mansion and some courtyard around. At the moment I try to close the top of my Rooms with Roof-Meshes. But they are too small (or my halls are too big). But I think, I need Meshes because they should be visible from the courtyard (and maybe Garrett should can walk on them). Am I wrong? What to to?
How can I load the OM in the Editor? I've found no .unr-Files. Am I Blind?
Thank You!
nomad of the pacific on 11/4/2006 at 09:42
You can change the size of the meshes by adding the property DrawScale under Render. Or you can Subtract a large cube at the level where the roof should be and give all of it's sides Fake Backdrop, then Add your roof with BSP. Be sure the cube is big enough to allow full view of the roof from all places it should be seen from. Of course, this option affects performance.
Gaestle on 11/4/2006 at 14:14
Thank you.