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Re: Mapping difficulties.

Posted: 17 Feb 2013, 00:47
by ~][FGS][Nobody~
At the end of my progress with the SG maps I just worked in the 3D wireframe "perspective" view to avoid repetitive crashes.
And yes.. making those triangles semi.solid might help, though.

Some good news for a change!

Posted: 18 Feb 2013, 05:29
by Whiplash
For a change, I'm not complaining about things crashing (though I would be entitled to do, it must get boring to read :alc: )

but I just found something seriously cool.

If you're working on, for example, a day time map where there needs to be lots of light everywhere, you don't need to place boatloads of lights everywhere that will probably just crash everything.

Instead, both Level Properties (if you're not using Zone Info objects which you should for MP) and Zone Info objects have an AmbientLighting section which you can use to set lighting levels throughout an entire zone, if not the whole map!

This affects my Greenwich project quite considerably because the majority of the map is needed to be super bright - which it now is - I just have to lay down new zone boundaries to rope off underground areas and whatnot that are the exceptions to the rule. All told, I might not need many/if any Light actors and the positive implications of that are enormous. \:D/

Re: Mapping difficulties.

Posted: 18 Feb 2013, 07:52
by [FGS]Kalman
AmbientLighting is cool, but it doesn't cast any shadow :ney:

Re: Mapping difficulties.

Posted: 18 Feb 2013, 12:54
by chin.democ.
As Kalman said there's no shadows which is a big draw back when it comes to making a piece of expressionate art. I have made some maps converted from nightime to daytime http://www.deusexonline.com/day-versions-of-bound-dressing-room-mini-dust-pool-snow-t92.html for Bam's mod idea (which never got finished, Bam strikes again! :bwahaha: ) you should really have dark faces of brushes which I think is a cool touch.

For large RPG maps zone lighting is invaluable to keep down meggage, however I'm supertempted to use normal light actors for Hengsha City RPG. :-k

Re: Some good news for a change!

Posted: 21 Feb 2013, 23:33
by ShadowRunner
Whiplash wrote: but I just found something seriously cool.
\:D/
Yes but totally pointless because it is like many other games.

DX has a "unique" subtractive lighting system. I know I went through a phase of using zone light, but I never will use it again ever, from now I am only ever going to use this subtractive lighting system.

If you don't, there's no way your map will feel truly DX.

Re: Mapping difficulties.

Posted: 22 Feb 2013, 01:07
by Whiplash
Subtractive lighting? I may want to know more, but given how much trouble I've had with light objects, zone lighting (especially for bright/daytime maps) seems to make sense for the bulk of lighting needs). As for Greenwich, even with the zonal lighting I'm having trouble with adding light objects, so now it's just going to be all zone lighting with light decorations (lightbulbs, cagelights, lamps etc).

Re: Mapping difficulties.

Posted: 22 Feb 2013, 02:23
by ShadowRunner
If you follow our tips, you should have no trouble at all, so I'm wondering what trouble you are having.

Re: Mapping difficulties.

Posted: 22 Feb 2013, 12:08
by ~][FGS][Nobody~
And I'm wondering what subtractive lightning is supposed to be. :o
My onl idea of this would be a general zone-illuminated map with smaller separated zone which have less light. :-k