Cant see

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CrazyJay

FNG / Fresh Meat
Jan 24, 2011
55
30
0
Well, Im having trouble seeing in my map.

I made a new map.
Pasted my building in the map.
Set the ambient Brightness of the level to 85.
When I play the map, all my textures are flat color, and everythign else outside is black.
I never had this problem before.
AND I dont want to work on the lighting yet.
 

CrazyJay

FNG / Fresh Meat
Jan 24, 2011
55
30
0
Before Map Switch:
Shot00006.jpg


Shot00002.jpg


Shot00001.jpg


After Map Switch:
Dark3.jpg


Dark1.jpg


Dark2.jpg
 

CrazyJay

FNG / Fresh Meat
Jan 24, 2011
55
30
0
Is there a way I can at least make a fake light that will light up my whole map until I am ready to actually start working with the lighting effects and placements?
 

CrazyJay

FNG / Fresh Meat
Jan 24, 2011
55
30
0
Still having trouble.
What kinda of setup would I need to have so I can play the game with lighting that is similar to a viewport in 'textured' mode
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
Still having trouble.
What kinda of setup would I need to have so I can play the game with lighting that is similar to a viewport in 'textured' mode

omg that bright?!!

i would put your lights at 45 brightness

But you can also spread out your light have fewer of them and just extend the light radious

EX: Brightness 25
Radious 750
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
If you Rebuild Geometry but not Lighting BSP will be unlit. StaticMeshes will still be black though. To fix that give your map an ambient brightness of 64 (StaticMeshes are affected by ambient brightness twice so it's actually 128, which equals "unlit").

With these two steps your map will look like in "textured mode".

Alternatively you could just enable "textured mode" ingame, of course.:)
Type rmode 6 in the console. rmode 5 enables the normal lit view again.
rmode 1 is wireframe view, btw. Could come in handy too.
 

Falidell

FNG / Fresh Meat
May 22, 2009
646
78
0
32
Mesa,Az,USA
on that note: sorry for slightly off topic question.

why do staticmeshes use almbientlighting x 2?

also after the lighting is finalized can we extract terrain lightmap darked/lighten it up then reimport to modify the lighting on the terrain? on that note can we make the lightmap bigger like 256x/y->512x/y and then redo lightmap in the editor then export it edit it and reimport?
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
I have no idea why ambient lighting is applied twice. Maybe once per vertex when lighting is applied and once again per StaticMesh because it would have been easier and more efficient this way but they kept the per vertex change too due to an oversight? No idea. It just happens and it's annoying.

You can export, modify and reimport the lightmap of terrains but making it bigger to get sharper shadows doesn't work. Unfortunately.