BT-Escapade (And some lighting issues...)

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Slave
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BT-Escapade (And some lighting issues...)

Post by Slave » Thu Aug 26, 2010 1:00 am

Hi all. Here's something I've been working on these days.

UED screens
Overview
Spawning spot
First room

In-game screens
First room - 2nd view
Floor switch

All is very wip yet, I've been working on the textures, getting high-res ones to make it look better, changing some thing here and there on them...Just little details. Also, I'm getting a little trouble with the lighting. On the first room screens shown in-game, you can see the lighting is a bit "dirty" on some places. Dunno if the textures have some thing with it (I think no.)... Anyone have any hints?

Right now I'll try to place some lights on the fixed blocks of the room and see how it looks.
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Myth
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Re: BT-Escapade (And some lighting issues...)

Post by Myth » Thu Aug 26, 2010 7:20 am

Lightmaps are 16-bit more precisely 5R6G5B
(5+6+5=16, green gets the bonus bit cause the human eye is more sensitive to this color also, there are no true grays)
Alot less color combinations than what we got used to, the 24bit true color space. Fortunately in high color mode the lightmap gets interpolated in 32 bits (the last 8 is unused but there for technical reasons) This makes lower resolution lightmaps not having this problem.
When the lightmap resolution is higher the quantization gets a bit visible in more darkish areas where the light is fading away.
http://en.wikipedia.org/wiki/Color_quantization

There is no real fix for this as this is how it was implemented in the engine but the effect can be reduced by
• using lower resolution lightmaps, all shadows will look smoother
• using darker textures and more powerful lights

This side effect is even more visible because
• the way lightmaps are calculated (bug visible when you have MANY low intensity lights)
• you're using cleanish white textures

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Slave
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Location: Brazil
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Re: BT-Escapade (And some lighting issues...)

Post by Slave » Thu Aug 26, 2010 3:37 pm

Hm, nice explanation Myth. Thanks. I have changed the lighting a little and now it looks better, but some places are with a heavy glow, most because of the clean white textures you've said, but isn't looking that ugly. I think it got a realistic light reflection effect on the marble floor istead. :P

I'll post some new screens ASAP.
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