77 lines
3.2 KiB
HTML
77 lines
3.2 KiB
HTML
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<html>
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<head>
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<meta name="GENERATOR" content="Microsoft FrontPage 5.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>Fine Tuning Your Lighting</title>
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</head>
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<body>
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<p></p>
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<h1>Fine Tuning Your Lighting</h1>
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<hr noshade="noshade" size="1">
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<h2>lightmap Editing</h2>
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<p><b>Setting resolution</b> </p>
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<p>You can set the resolution of the light map on a per face basis to get
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sharper shadows in isolated areas. As a rule, you should not use values smaller
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than 4. </p>
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<p>To edit resolution an a per face level, go into lightmap mode by pressing
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shift L. You will now see a checker pattern on the world. This is a
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representation of the size of the light map pixel density. You can now select
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the faces you want to edit. You are now able to change the mapping the exact
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same way that you would edit texture placement. </p>
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<p><b>Optimizing</b> </p>
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<p>To make your map as efficient as possible, you should set the light map
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resolution to lower values for areas that the player cannot go to or see up
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close. </p>
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<h2>Lighting Bugs</h2>
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<p><b>Bleeding</b> </p>
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<p>Light bleeding usually happens at the base of a wall or in a corner. You can
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avoid this by making sure your wall edges are cut to fit. </p>
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<p> </p>
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<p style="text-align: center"><img src="lm_bleed3.jpg" width="600" height="450"><br>
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</p>
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<p> </p>
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<p>Terrain light bleeding is harder to fix. In COD2 this happened mostly with
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walls that are placed in open areas. </p>
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<p> </p>
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<p style="text-align: center"><img src="lm_bleed.jpg" width="600" height="450"><br>
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</p>
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<p> </p>
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<p>To fix this, the terrain must be made to fit the brush wall. </p>
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<p><b>black or glowing patches</b> </p>
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<p>Black or glowing patches can occur on any patch surface, but it mostly
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happens on decals that are placed on walls. </p>
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<p> </p>
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<p style="text-align: center"><img src="lm_dark.jpg" width="600" height="450"><br>
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</p>
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<p> </p>
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<p>To fix black or glowing faces, go into light map mode (shift L) and use
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natural mapping on these patches. </p>
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<p>In some cases, there is a decal floating over the surface. To fix this, move
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the decal so that it is not floating. </p>
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<p><b>Seams and Stretching</b> </p>
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<p>Light seams and stretching are breaks in the continuity of the UV<55>s on a
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light mapped surface. This is common on patch surfaces, but can also appear on
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brush surfaces as well. </p>
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<p> </p>
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<p style="text-align: center"><img src="lm_cont2.jpg" width="600" height="450"><br>
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</p>
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<p> </p>
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<p>To fix light seams, go into light map mode (shift L) and edit the mapping
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until it is continuous. </p>
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<h2>Model Tweaking</h2>
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<p>If you see a static model that looks too bright or too dark, you may be able
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to fix it by moving it slightly into or out of the direct light. </p>
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<p> </p>
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<p style="text-align: center"><img src="lm_model.jpg" width="600" height="450"><br>
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</p>
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<p>You can also tweak model lighting using the indirectslightcale and
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directlightscale settings. </p>
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<hr noshade="noshade" size="1">
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</body>
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</html>
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