Monday, 14 May 2012

Lighting

The only thing left was to light my scene. Up until now i was working with the roof off and the default directional light which was up in the sky acting as the sun, which lit my whole level and made it easier to work in. So the roof went on and point lights went in. These were placed all over the map so that they covered and lit all corners of the map. I wanted to make it obvious to players which areas were considered thier base so coloured the lights red and blue in each base with progressively whiter lights as we got to the middle of the map.
The blue base, lit with blue lighting.
http://forums.epicgames.com/threads/813050-StaticMesh-has-Invalid-LightMap-CoordinateIndex

As mentioned in the last post, i had a few errors concerning my assets when i first ran the lighting with them in place. This required me to setup a lightmap which i detailed earlier. Extra errors also show up, but these dissapeared as soon as i came to build it with production lighting.

I wasnt familiar with the new Lightmass system in place in UDK, so did some reading to get to grips with that system.


http://www.hourences.com/tutorials-ue3-lightmass/
http://www.worldofleveldesign.com/categories/udk/udk-how-add-lights-dominant-directional-light-point-light.php
http://www.teaching3d.com/c/index.php/tutorials-and-articles/notes/udk-notes/udk-lighting/

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