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Author Topic: A problems lighting my map... (6 messages, Page 1 of 1)
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stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 19, 2013 09:02 PM    Msg. 1 of 6       
Hi folks,

So I'm nearing completion of my map and now I'm trying to adjust lighting. I've done all my interiors, and I think they look pretty good. However, I have these problems outside:



Let me explain. Problem #1 is that I don't want that ugly, dark, square shadow there. So, I figured I would change the sky tag's light source direction. In Guerilla, I tried different variations of these settings, but they don't seem to do anything:



So, is there a way to change the direction of the sky's light source? (Preferably in Guerilla... I hope my only options don't involve either rotating my BSP or rotating the sky model in max!)

BTW these are tool lightmaps at "1 0.9" and when I do high quality lightmaps the shadows just get too dark - which leads me to problem #2 - see first pic. The shadows in this corner get wayy too dark, and I can't figure out which setting to fiddle with in Guerilla (if such a setting exists...).

Any help would be greatly appreciated :D


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Nov 20, 2013 06:46 AM    Msg. 2 of 6       
Paint it in sapien?


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 20, 2013 09:07 AM    Msg. 3 of 6       
Yeah I just figured out how that works :) However, in Korn's Sapien, when I click "save lightmaps" it seems to corrupt the .scenario file :s I'll try later with normal Sapien.

Also, I found out what my problem is. In the sky I'm using (gephyrophobia), there is no light source (such as the sun). That's why, even after fiddling with the correct settings in Guerilla, I wasn't able to change the direction of the light source.

I also found, in my test, that even after ripping a sky's model into Max and changing the location of the sun's marker, and then recompiling, the sun's location in-game remain the same. Is it possible that the sun's location is set when first compiling the model? It seems the only way to change the location of the sun is in Guerilla with the settings mentioned in the second pic the OP.

EDIT: Yep, Korn's Sapien corrupts my .scenario file when saving painted-on lightmaps. And normal Sapien's "save lightmaps" button is greyed-out/locked. Next I'm just going to add another light source in the night sky and see if I can get my results that way... Unless I'm missing something?

Edited by stunt_man on Nov 20, 2013 at 02:06 PM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Nov 20, 2013 02:11 PM    Msg. 4 of 6       
Try a hobo instead of Sapien. And sun marker is only for lens flares, the sun for lightmaps can be changed by settings under radiosity in sky tag.


stunt_man
Joined: Sep 22, 2009

GMYF - Now hosting proper MLG gametypes!


Posted: Nov 20, 2013 03:57 PM    Msg. 5 of 6       
Alright I found my problem. Awhile ago when I first started working on this map I made copies of my .scenario files and would name them differently (ex: mapname_alpha1, _alpha2, etc). I would only use those copies when building the cache file to name the map files differently (so I wouldn't have to flush HAC's cache when playing a new build online). But the idea was that I would do all the work on the original, and then do a "Save As..." at the end. The errors I was having are due to the fact that I was opening the renamed, cloned .scenario file instead of the original (which was referencing a different sky tag).

Anyway, now that I'm using the correct sky tag, I re-ran lightmaps (this time using "1 0.1" setting) and here's what I've got:



I should have noticed earlier that the wrong lighting was being applied to the map lol this was due to the old sky I was using (probably dusk).

EDIT: What's strange is that while I was using a cloned/renamed .scenario file, I would change the sky, rerun lightmaps, and upon opening in Sapien, the new sky appeared (the gbxmodel, at least). However, the radiosity settings lingered from the sky that was no longer referenced in the .scenario tag. That's what threw me off - I thought I was successfully changing the sky, but for whatever reason tool kept making lightmaps based on the old sky I was using in earlier builds. This must be due to the way I was writing the lightmaps command in tool.exe. I'm not going to try it, but if I would have entered "tool lightmaps levels\test\mapname\mapname_alpha1 mapname 1 0.1" would it have fetched the sky from that .scenario instead?
Edited by stunt_man on Nov 21, 2013 at 12:32 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 25, 2013 04:23 PM    Msg. 6 of 6       
Hmm I have the same problem with ahobo.

Every time I paint my lightmaps, then hit "save lightmap" ahobo closes suddenly like a bear trap. However it doesn't corrupt the scenario, in-act it doesn't do anything, I tried "radisoity_save" after painting my lightmaps thinking that would work but it didn't.


Any Ideas?


OS: Win7 (I have no problems with the aero scheme)

 

 
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