Lighting.. Zones.. Problems..

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Ggd07

FNG / Fresh Meat
Jan 2, 2010
63
5
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Bulgaria/Vratza
www.Ggd07.com
I have been trying for ages to fix the lighting this map, and I can't. There is always something.

Thanks to Murphy, Who gave me great tips, I zoned the rooms in the map I am making, and gave lighting to each one, resulting in great effects.

I still have a couple of problems. Besides the fact that I gave the display options in my game to default (brightness. etc) and entered correctly the values in the cmd in the editor.. the lighting is still very different, and I don't know which one to look at, and adjust towards.. I don't have many PCs to test on..

http://img830.imageshack.us/img830/3834/shot00003i.jpg
http://img805.imageshack.us/img805/3862/shot00000copy.jpg

The other problems is that Static Meshes don't seem to respond to anything. It is like they are lit with their own color, and if I put a light next to them, it stays the same color. If I zone out a room, the S.Mesh still stays the same color. I don't understand :? :?

I zoned a couple of rooms and made great effects with lighting, but one of them, on one of the openings (one of the doors), it does not render when the player looks through it.

http://img708.imageshack.us/img708/6112/shot00008gd.png

Is there something I am doing wrong, or am I just doing it all wrong.

Thanks you for your time.
 
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Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
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dunno, what your trying to say, looks good in game. thast the view i look at.

Anyways all those solid brushes ( blue of course) you need to convert alot of those to mesh. also any blues out side th e map) where players cant reach either, convert tot mesh and turn off collision OR Right click the brush> Type> Non-Solid

Dont see much optimizing done either from the editor views (cept zones), if you want to learn how to make your map run at top speed check out this tutorial/checklist i wrote

http://forums.tripwireinteractive.com/showthread.php?t=42199


PS: the issues with the last pic, is a zone error. Re-do the zone for that tunnel. They have to be perfect or they will do that to you
 
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Ggd07

FNG / Fresh Meat
Jan 2, 2010
63
5
0
Bulgaria/Vratza
www.Ggd07.com
Yes, I will do that later, and I have read your tutorial before I even started porting this map lol =)

It doesn't look the same to me. In game it appears much more brighter than in the editor. Some zones look very very bright, and I am getting confused in which is the real view. For example maybe it won't appear that way on other PCs, depends on the settings. :\

And I don't know why the engine isn't rendering that part where I zoned it. Other zones work properly..
 

Fel

FNG / Fresh Meat
Aug 9, 2009
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It doesn't look the same to me. In game it appears much more brighter than in the editor. Some zones look very very bright, and I am getting confused in which is the real view.


if it appears brighter in game sounds like you dont have a zone fog implemented?

NOTE: When adding zonefog, make sure you turn of your vision overlay. makes the map sexy

And I don't know why the engine isn't rendering that part where I zoned it. Other zones work properly..

The editor LOVES to ruin your zones during a re-build, its one of its most fav things to do. Ill be mapping, everything is perfect, then all of a sudden i get a zone error in an area i havent even touched for weeks.

Just get used to zone errors randomly poping up, even if your zone is perfect
 
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Ggd07

FNG / Fresh Meat
Jan 2, 2010
63
5
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Bulgaria/Vratza
www.Ggd07.com
lol i just noticed you built the map like you would in source sdk

Not really.. I just used those brushes as a frame to work with substraction brushes later. If you are talking about the "double doors" and "stairs" thing.

Anyway this is my first ever work on UnrealED, so I don't expect it to be good, or to be optimized. I see this as a way to learn from my mistakes.
 
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YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
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Canada
Yes, I saw that on another thread here at this forum, but It did not help:\

I even restarted my PC twice..

delete the killingfloor.ini file as well and see if it helps if not, then try launching the SDK via .exe and/or when inside go to View -> Viewports -> Configure -> Ok
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
what is your windows resultion set at? 600X800? (whatever the lowest setting is) that might be why your window is messed up

delete the killingfloor.ini file as well and see if it helps if not, then try launching the SDK via .exe and/or when inside go to View -> Viewports -> Configure -> Ok

del the ini hardly ever solves anything. and its not his view ports that are messed up, its the properties window (f5)

If you hunt the forums, someone else posted this error before. I think its was the screen rezolution size that fixed it
 
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Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
I have the same resolution but I have no problem with the GUI at all. I think this is caused by newer OSes. Do you have Windows 7, by chance?
 

Ggd07

FNG / Fresh Meat
Jan 2, 2010
63
5
0
Bulgaria/Vratza
www.Ggd07.com
I have the same resolution but I have no problem with the GUI at all. I think this is caused by newer OSes. Do you have Windows 7, by chance?

Yup, I have Windows 7. I noticed that if I lower the resolution to 1024x768 and then run the editor, and then change to 1920x1080, the surface properties window is fine. But if I run it on 1920x1080 it gets wrecked. I don't know why, this is the first time I get this problem.