[KF] America's Army Maps & Lighting Issues

Started by Crunkalunk, June 09, 2010, 07:35:44 PM

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Crunkalunk

A few buddies and myself are new to this game, and since I have a [lil experience] mapping for America's Army 2.5.0 (which runs on the same engine as KF), I decided to port a few maps to KF for lulz sake as I continue to learn the editor.

It's coming along nicely, just gotta copy & paste the BSP over then import the textures and whatnot, but the lighting is off.  Like, WAAY off.  I've tried playing with the light sources themselves, looked in the AmbientLight in ZoneInfo & level properties, and the map always looks too bright.  Then when you activate a flashlight, it completely washes out the wall with too much light.

A shot without the flashlight -> <!-- m -->http://dl.dropbox.com/u/26096/KillingFl ... -15-64.png<!-- m -->

A shot with the light ->
<!-- m -->http://dl.dropbox.com/u/26096/KillingFl ... -18-08.png<!-- m -->

Is there anything that this game does light-wise which I need to be aware of that could cause something like this?

EDIT:  I've removed ALL light sources & set AmbientBrightness to 0 in Level Properties & the only outdoor ZoneInfo, and the map is still too bright (yes, after a rebuild) and the flashlights still totally wash out the walls.

arramus

You've removed all light sources but are still getting too much light?

Upload what you've done so far so we can take a looky at the light settings and relevant actors.

Crunkalunk

http://dl.dropbox.com/u/26096/KF-Insurgent-Camp.rom

I got the brightness down, I ended up copying n pasting the ZoneInfo & Sunlight from KF-Farm which seemed to fix the problem.  I still gotta play with the individual light sources in each room but the big issue I was having with the brightness outside has been solved.

But the flashlight and whatnot is still too bright, it works and all but it's not like on other maps how you can see the cone and falloff on the walls you shine it on.

arramus

I had a looky through and it looks great outside on the walls with a tapering off and growing corona over distance.

The only issue I've seen is inside on walls that have a lightsource located close by. However, this appears to be an issue in all maps I've played in. In the editor we typically have to add lighting and then dumb it down another 20% or so as in game it really doesn't match what we see in the editor.

Sometimes the texture gets diluted when shining light at an acute angle but I see this in every map as well. It's more of an SDK issue than your own map.

Crunkalunk

Thanks for the look.

What brightness/gamma/etc settings do you recommend I run my game at?  I thought about running it @ default but everyone seems to brighten their settings up, so I'm trying to get my screen to be similar to most of the target audience.