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Level Design TWIndoor- & OutdoorLightingVolumes Explanation please

Dear TWI Community,

am a longtime Mapper for Source-Engine and have a question to LightVolumes in UE3. There is a huge differents between Lighting in Source to UE3, because Source don't recognise DynamicLighting, it's only possible to fake DynamicLight in Source.

Question 1#:
Wahts the differents between Indoor & OutdoorLightVolumes?
My Assumption:
There are differents between the options for DirectLighting!?

Question 2#:
Why i have to restrict the Light with a Volume? Why can't control the "LvL-Streaming" the Light instead of LightVolume?

Question 3#:
Indoor- & OutdoorLightingVolumes needs there own Volumes for every room?

All so i got this Error, but can't fix it. Light calculation is 100% on "Production" but it's not solving the problem...can i ignore it?

muhm.jpg


PictureDirektLink:
http://picload.org/image/pradiai/muhm.png[url]http://picload.org/image/pradiai/muhm.png[/URL]

I search the Dokumentation but it's totaly different UE3-UT to UE3-KF2 and the wiki couldn't help me with taht.

I Searched all so this one here for LightVolumes:
https://udn.epicgames.com/Three/LightingReference.html#LightVolumes[url]https://udn.epicgames.com/Three/LightingReference.html#LightVolumes[/URL]

Thanks in advance for your help!

best regards Wammbo aka Felix
 
Since you're coming from Source, take my advice, throw out everything you know about Brushes. They're only used in UDK here for blocking volumes and misc. Brush Entities (spawn volumes, lighting volumes, etc.)

Production lighting error is a bug with the editor. KF2 uses purely dynamic lighting, so just ignore that for the inevitable future.

Most of your questions can be answered searching this forum. Good luck!

Edit: The only reason I'm not just copy-pasting everything for you is because the best way to learn everything new about something is to pick up chunks of information when you're trying to find the answer to another question.
 
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Hello Modestyiswimpy,

thanks for your answer. i will take your advice and try to forget about "brushes".:D;) But is it possible to take only one Volume for the hole map?
I saw the other Thread to late there looks like the same question there...

best regards Wammbo


If you're talking about Indoor/Outdoor brushes: by making one brush, the opposite is used for all the space outside that brush.

For example, I'm working on a mostly outdoor map, so for all of my indoor space, I use TWIndoorLighting brushes. All of the meshes and lights outside of this brush are automatically filtered to Outdoor lighting.

Edit: This is why you're only allowed to use one type of brush on a map. That being said, you can use as many brushes OF THIS TYPE as you want, but only this type.
 
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