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Messages - PapillonFH

Pages: 1 ... 7 8 [9]
121
Modding / Questions on Lightmapping
« on: 23-06-2013, 09:06:25 »
Hey there!
I'm creating a new for tournament use, and I face some issues with the lightmapping.
Situation:
I did terrain lightmapping (medium) with the following settings:
- sun low over the horizon, early morning.
TerrainLight.con
Code: [Select]
rem ******** Lightmap Generation Settings ********
if v_arg1 == BF2Editor

LightMapGeneration.init
LightMapGeneration.GILightsBaseDir 0/0.33/-0.66
LightMapGeneration.GILightsIntensity 0.33
LightMapGeneration.GILightsShadowIntensity 1
LightMapGeneration.GILightsFov 45
LightMapGeneration.UseGITopLight 1
LightMapGeneration.GITopLightIntensity 0.1
LightMapGeneration.GILightsViewDistance 10
LightMapGeneration.skyWhite 0.3
LightMapGeneration.numberOfGILights 8
LightMapGeneration.sunLightShadowIntensity 1
LightMapGeneration.sunLightFov 2
LightMapGeneration.sunLightIntensity 1

endIf

sky.con:
Code: [Select]
Lightmanager.skycolor 0.635294/0.572549/0.639216
Lightmanager.ambientcolor 0.862745/0.858824/0.866667
Lightmanager.sunColor 0.764706/0.764706/0.764706
Lightmanager.sunSpecColor 0.772549/0.741177/0.776471
if v_arg1 == BF2Editor
LightSettings.TerrainSunColor 0.70/0.49/0.00
LightSettings.TerrainSkyColor 0.50/0.50/0.50
LightmapSettings.waterSunIntensity 0
else
terrain.sunColor 0.70/0.49/0.00
terrain.GIColor 0.50/0.50/0.50
terrain.waterSunIntensity 0
endIf
Lightmanager.staticSunColor 0.29/0.20/0.00
Lightmanager.staticSpecularColor 0.50/0.50/0.50
Lightmanager.staticSkyColor 0.36/0.36/0.36
Lightmanager.singlePointColor 0.57/0.47/0.26
Lightmanager.sunDirection -0.977608/0.0199512/-0.209487
Lightmanager.enableSun 0
Lightmanager.effectSunColor 0.59/0.59/0.59
Lightmanager.effectShadowColor 0.36/0.36/0.36
Lightmanager.defaultEffectLightAffectionFactor 1
Lightmanager.hemilerpbias 0.15
hemiMapManager.setBaseHemiMap Levels/fht_elsenborn_ridge/groundhemi 0.000000/0.000000/0.000000 2048.000000 500.000000
Lightmanager.treeAmbientColor 0.75/0.67/0.64
Lightmanager.treeSunColor 0.54/0.40/0.36
Lightmanager.treeSkyColor 1.00/1.00/1.00

if v_arg1 == BF2Editor
else
run /Common/Sky/SkyDome/skydome.con
run /Common/Sky/Flare/flaresprite.con
endIf

Skydome.skyTemplate skydome
Skydome.cloudTemplate cloudlayer
Skydome.hasCloudLayer 1
Skydome.hasCloudLayer2 1
Skydome.scrolldirection 0.025/0
Skydome.scrolldirection2 0/0.05
Skydome.cloudTexture common\textures\cloud\cloud03
Skydome.cloudTexture2 common\textures\cloud\Cloud06
Skydome.skyTexture common\textures\sky\sky_elsenborn
Skydome.domeRotation 0
Skydome.fadeCloudsDistances 0/750
Skydome.cloudLerpFactors 0.25/0.75
Skydome.flareTexture common\textures\sunflare\Null
Skydome.flareDirection -0.05/-0.41/-0.91

Renderer.fogColor 202.00/215.00/222.00
Renderer.fogStartEndAndBase 2.50/400.00/2.50/0.65


The effect is good so far, see screenshot.

Basic question: Why are buildings/statics "lightmapped" when I do terrain lightmapping?

But now:
I lightmap a building with the following settings:

ObjectLight.con
Code: [Select]
rem ******** Lightmap Generation Settings ********
if v_arg1 == BF2Editor

LightMapGeneration.init
LightMapGeneration.GILightsBaseDir 0/0.33/-0.66
LightMapGeneration.GILightsIntensity 0.5
LightMapGeneration.GILightsShadowIntensity 1
LightMapGeneration.GILightsFov 45
LightMapGeneration.UseGITopLight 1
LightMapGeneration.GITopLightIntensity 0.1
LightMapGeneration.GILightsViewDistance 10
LightMapGeneration.skyWhite 0.5
LightMapGeneration.numberOfGILights 8
LightMapGeneration.sunLightShadowIntensity 1
LightMapGeneration.sunLightFov 2
LightMapGeneration.sunLightIntensity 3

endIf
..the result is not what I expected.
What is lost is the sunlight on the house front that was there after the terrain lightmapping, see house in the center:


1. What am I doing wrong? Or am I understanding something probably completly wrong?
2. Shall I even do more lightmapping? I think the buildings look good even w/o object lightmapping.

Any help is appreciated :-)

I tried to follow those tuts here:
http://www.bfeditor.org/forums/index.php?showtopic=10002
http://www.bfeditor.org/forums/index.php?showtopic=10002
and the standard tut from Fenring, but I seem to miss essential basics :-(

122
Modding / bf2editor: where are the cables from com_objects?
« on: 03-06-2013, 20:06:33 »
Hi,
I'm desperatyle (well not quite but almost) looking for the cables which are situated in common/com_objects. I cannot find them in the Editor where I would excpect them. Can I do anything to get them into the object tree?

Regards, Papillon

123
Epic, yes that's it.
Thx!

124
Modding / BGF Heightmap Converter (Utility) - latest version
« on: 21-04-2013, 20:04:13 »
Hidiho,
can anyone tell me where I can find the latest version, the one that does the secondary heightmap conversion too? I cannot seem to find it anywhere, only a dead link to a site that is no more..
Every help is deeply appreciated :-)

Cheers, Papillon

125
General Discussion / Re: Maps that you love to hate?
« on: 30-12-2012, 19:12:51 »
Certainly Ramelle-Neuville with them two bloody Tigers...
Then the current backflag-capping-galore Bastogne...otherwise the map is great
Siege of Tobruk never fails to annoy me :-)

126
I have 2 and the 3rd is due in the next days. They absolutely effectively reduced my pc gaming time to the absolute minimum...but they are great anyway :-)

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