Wow, thanks malk, I just remembered that I possible could have enabled that CastShadows option on that Skylight by accident -_- When I get home ill try to disable that.
Did not change increase or decreased any lightmap resolutions on any of my brushes [so far ;p]
Blech I think I found the cause. The cause was my HUGE BSP planet. It was almost 100x the size of my map and with a custom material on it, my editor really took a hit when trying to cast lightning over that source I need to stop experimenting haha.
Thanks again, Now I can finally continue -_-
-- Edited by Darkn3sSx on Monday 2nd of April 2012 05:59:41 PM
Strange thing is, when I removed my current skylight, and made a normal default one, the building still kept hanging on [ Encoding Light maps 0 of 6 ] which is a bit odd..
Heu m8... why you use BSP for that in the first place ???
But it's great you find the cause :D
Hey, I was just experimenting I guess ;) my backup got overwritten as well, so I did not have anything to fall back too except the autosave but that was 3h before some major progress.
hey darkness m8...each time i try to subscribe to ur blog....i failed and got an error
btw i had the same lighting steps weirdness after deleting the whole lighting for my "ut remakes"....very long process even with one new light only...the delete process seem to be flopped and imo best way is to select all except lights and to copy the whole map in a new one...lol^^...was the only fix to reduce lighting building time i found
hey m8.. hm ok :/ yeah he does not accept certain emailadresses.. Your not behind a VPN connection or something? Wordpress does not seem to like that..
Most issues have been resolved and the map is coming along slowly at its end after some days of hard work.. The result is clean, cool and straightforward in my opinion.
Currently doing the last geometry, minor issues, small extra's etc. Therefor, the last pictures are up in the first post of this thread.
I will post the beta very soon. Hope to receive some good feedback and improvements :)
-- Edited by Darkn3sSx on Saturday 7th of April 2012 09:06:09 PM
My hardware can handle Bulletstorm with everything cranked up to the max, that map should be no deal.
That is, unless your map needs optimization, which might be the case. When you get to a point where you cannot do it yourself you might want to post a private download link so we can take a look at it and see what we can do.
-- Edited by Sly. on Saturday 7th of April 2012 11:47:50 PM
Brightness is fine imho. Maybe you would like to try to get such a style as on your photoshopped picture? That style would look friggin 1337 and be very unique!
Brightness is fine imho. Maybe you would like to try to get such a style as on your photoshopped picture? That style would look friggin 1337 and be very unique!
haha it would, only your FPS would go nuts when trying to play my map ... :/
My hardware can handle Bulletstorm with everything cranked up to the max, that map should be no deal.
That is, unless your map needs optimization, which might be the case. When you get to a point where you cannot do it yourself you might want to post a private download link so we can take a look at it and see what we can do.
-- Edited by Sly. on Saturday 7th of April 2012 11:47:50 PM
Hey bros, uhm just one question. Im trying to set up a kismet event for a light and material changer for a flag capture in CTF-Seraph. Like an orange light that turns into green flashing light and an orange material that turns green after a flag capture and changes back after 10 seconds.
Im having a flag event set up with a "Captured" link to a "Set TextureParam" and a brightness changer event for some pointlights, but I cant get it working :/ Any ideas? I can post a set up from my kismet if needed.
Sigh, I should actually stick to something, I know. But I'm such a perfectionist. I'm never satisfied -_-"
It might look like a BSP cut in the first pic around the right side, but thats actually Dynamic light coming through one small cut in my map. Weird stuff. I have a glowing blue moon set up above to cast light and shadow into the map
How to get rid of BSP cuts? Especially annoying when its unintended when I extrude 1 layer with a length of 0 for trimming.
-- Edited by Darkn3sSx on Thursday 10th of May 2012 10:26:38 AM
-- Edited by Darkn3sSx on Thursday 10th of May 2012 10:28:26 AM
-- Edited by Darkn3sSx on Thursday 10th of May 2012 10:34:31 AM
I said it before: You will never see such sharp shadows in real life - especially not if it's such a weak light as of a moon. These shadows should be in fact smooth. Other than that you just wreck your performance with dynamic light - don't use it if you don't have to! And I doubt you are going to make a day night cycle map, apart from that it's really not needed for a multiplayer game where an average match takes 5-10 minutes at the max.
You cannot just get rid of BSP cuts, without BSP cuts, no lightmaps, no optimization etc.. They're necessary. If several of them are causing bugs (like BSP holes, messed up lighting, invisible walls, etc) that would require a major makeover of the level's style (if it's BSP only) or a makeover of the architecture/layout.
Your new style looks certainly better than the previous one, but the textures are still repeating a bit too much. I think floor plates might fit your style better than your current floor texture and some light sources should have more impact on the lighting of the environment (e.g. the blue lights in picture 1 might colour the floor in a weak blue as they're far away on the ceiling. However, they are directed at the floor, so one would expect some light on the floor).
There are 4 Jonathan Rutgers on FB & all info is hidden so I can't know which is the one.
Look at Steve Loiselle from Verdun. My profile pic is Bugs Bunny eating a carrot lol Note that I post in French on FB but for PM, I'll speak to you in English :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.