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Battlefield Modding Tutorials BFMODS • View topic - Just discovered how to do awesome object light maps!

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Oct 05, 2009 7:30 pm 
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Glad to help ;) .

Might be another download worth being stickied in SSM itself like Ed42, wouldn't it? Filesize shouldn't kill the server too, IMO.

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PostPosted: Mon Oct 05, 2009 9:07 pm 
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Since I am not familiar with the download, what should I title it in the downloads section? And does it have a version number?


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PostPosted: Tue Oct 06, 2009 6:43 am 
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Ttile: 3dsMax Scripts for Refractor 2 Engine
Author: Rexman
Version: 20. April 2003

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PostPosted: Wed Oct 07, 2009 2:37 am 
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Check this out. I redid the lightmaps for the interior of DC Sea Rigs.

l doing some last minute tweaks and have to import all the m2 meshes so they will get lightmapped to match. But the new lightmaps make the interior look more realistic. It's also higher quality. :P

Here's a few screenshots: (this are renders from Max, but thus far the ingame result is pretty dam close to what the renders look like, so consider them the same thing. :P )

Image
Image
Image
Image

The only noticeable difference between the max renders and the ingame test results is the quality and the wall/ceiling light meshes. Ingame the cieling/wall lights are bright white (as they should be) but in max they are not. I made sure to hid the light bulb meshes so they won't cause shadows since lightbulbs themselves don't cast shadows very well. :P

The initial test was with 512x512. But it wasn't quite to my liking. I'm upping it to 1024x1024. It should look really well after that. Once I get the M2 meshes done, I will post ingame screenshots of the results. :D

Don't get me wrong. The DC devs did good with the lighting. But in my opinion the lighting they did wasn't as realistic. Mainly because they added lights to areas that have no visible light source (aka a lamp, ceiling light etc).

I added light objects only at locations that had visible light fixtures. The one exception is the group8 interior section. It lacked light fixtures in that entire room and I thought it would be a bit too dark. So I added 3 lights to it. The last of the images I posted above shows the effect of the light going through the vent things that lead to the upper area of that room.

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PostPosted: Wed Oct 07, 2009 3:35 am 
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Good work hehe, Id of made it all pitch black with only a few overhead lights on guiding your way. Talk about a scary map.


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PostPosted: Wed Oct 07, 2009 3:43 am 
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Thanks!

Here's the final ingame results!: (click to enlarge)




These are screenshots of how it now looks ingame. Ain't it beautiful? :P

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PostPosted: Wed Oct 07, 2009 4:20 am 
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We ought to just make a whole new game!


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PostPosted: Wed Oct 07, 2009 3:17 pm 
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I have tried this with some success too.. these results look great though!

Once you start baking the lightmaps like this you can start to use normal maps on the walls in max and add radiosity etc too to get very cool effects.

You should post a tutorial of how you achieve this with the map channel etc. I would like to see it as Im sure others would.


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