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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »DLM rendering/script

Author Topic: DLM rendering/script (4 messages, Page 1 of 1)
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 19, 2015 09:29 PM    Msg. 1 of 4       
Directional light mapping.

Quote: --- Original message by: Waffles

http://i.imgur.com/E5Jb5J9.jpg

I dun did it, now to not waste time on a box map...

ez instructions, simple controls, if only vray didn't hate standard render elements :(

hypothetically speaking, you should be able to create a custom lightmap UV set, replace the old ones, re-extract and get DLM's. Lots of potential for great looking maps, I can see it in the poopy halo 2 bump maps and my terrible wall UV's!
Edited by Waffles on Apr 18, 2015 at 03:12 PM

Edited by Maniac1000 on Apr 19, 2015 at 09:31 PM


Twinreaper
Joined: Jun 5, 2010


Posted: Apr 23, 2015 12:01 PM    Msg. 2 of 4       
Wwhich version of Max you running it in? Is it a possible memory overflow? I know older instances of Max have trouble expanding memory past a certain point. I run into that problem all the time in max 7 when importing certain vertice heavy items.


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: May 19, 2015 04:47 PM    Msg. 3 of 4       
Only saw this now, sorry. I tried mental ray and scanline for DLM rendering, but never gave vray a shot. Mental ray did some weird stuff, light bleeding through walls, shadows casting from nowhere, it was really really odd. As a result I ended up using scanline for all of TSC:E. The max lighting render files are in our source tag release, you can look to see what my settings were if you want.


slashrat
Joined: Aug 10, 2005

TSC:E Environment Art Lead


Posted: May 19, 2015 06:29 PM    Msg. 4 of 4       
Quote: --- Original message by: Waffles
Yeah, I looked at the source files. I ended up using mental ray for the light emmiting materials though in the end, but I haven't experienced the issues you mention weirdly enough. The baking shadows into the water diffuse was pretty awesome btw.


Yeah, light emitting surfaces would have been awesome, but I could never get it to cooperate, even without the weird rendering errors.







As you can see mental ray did some weird stuff. These were some of the first lighting tests in game once the dlm tech went live.

So instead I used scanline and had to place a few thousand lights by hand (though thankfully the array tool in 3ds max allowed me to do strip lights without having to place each one individually). I did find that having manual control was very very helpful for detailed tweaking. Different lights have different shadow settings, fade distances, etc.

Edit: Also glad you liked the ocean lighting bake, that was a pain to get right but it's so cool. FYI if you ever try that, the diffuse and alpha have to be coordinated in order to have a proper shoreline fade. Spent at least a week on that alone in photoshop. Definitely refer to the source files.
Edited by slashrat on May 19, 2015 at 06:34 PM

 

 
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