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FPSC Classic Product Chat / Been fiddling with FPSC Techniques - Outdoor lighting

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Bigsnake
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Posted: 17th Oct 2010 01:12 Edited at: 17th Oct 2010 03:23
I've been using this trick for ages now, I havn't really done any work in FPSC and last time I did release something for FPSC it didn't include this effect. If you don't know already, if you place a light around 3-5 layers above an outside area of your map and use a ambience of 25-65 (Day time) and change it so it's colour is a light yellow or ultra light orange then you can give the illusion of sunlight.



Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
defiler
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Posted: 17th Oct 2010 01:14 Edited at: 17th Oct 2010 01:21
where are the photos?

edit: now it shows

Limitless Box studios current project: Lost Contact

Bigsnake
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Posted: 17th Oct 2010 01:26
yeah lol, I failed at first. Copied the wrong link off of imageshack

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Bugsy
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Posted: 17th Oct 2010 02:24
I feel as though proper daytime lighting is done with a slightly darker ambience, and a light coulour 10-15 layers above the map that is the same colour, or very near the same colour as the skybox. I also feel that crisp shadows are needed.

imageflock.com/img/1272671763.jpg[/img]
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CoffeeGrunt
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Posted: 17th Oct 2010 02:42
Yeh, no offense but that screenshot doesn't look too great. The sunlight needs more definition in it's shadow - and your super high ambience is killing that...

I'm also sure ambience can't get as high as 65 anyway right? It's capped at 25 I think...

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Bigsnake
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Posted: 17th Oct 2010 02:49 Edited at: 17th Oct 2010 03:25
Posted a new screenshot

Quote: "I'm also sure ambience can't get as high as 65 anyway right? It's capped at 25 I think..."


Nah, it goes from 0 - 100

Quote: " I also feel that crisp shadows are needed."


Hell yeah. I did it once, You have to get the light position perfect though
Best way would to turn up the lightmapping quality though

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Bugsy
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Posted: 17th Oct 2010 03:47
I know, I use lots of outdoor lighting in WWC. not bloom though.

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Bigsnake
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Posted: 17th Oct 2010 03:59
Yeah, bloom in FPSC atm is way overdone, I swear Lee wants us to go blind

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
CoffeeGrunt
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Posted: 17th Oct 2010 18:32
Can't you adjust the settings yourself?

Bugsy
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Posted: 17th Oct 2010 18:45
you can, we're just making small talk

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Bigsnake
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Posted: 17th Oct 2010 19:36
Quote: "Can't you adjust the settings yourself?"


Yeah I think you can but it's confusing as far as I know, I looked at the shader code and all I could see was 0 : 1 and loads of other random stuff for the bloom ajuestments.

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Nbt
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Posted: 17th Oct 2010 19:40
Quote: "Yeh, no offense but that screenshot doesn't look too great. The sunlight needs more definition in it's shadow - and your super high ambience is killing that..."


Actually in his screenshot the high ambience seems to work, as it is a snow scene and snow tends to cause a very bright diffusion of ambient light sources giving a very harsh almost blue overall appearance.

Any other scene and yeah your mostly correct about over doing the ambience. Although as we don't have any way to bounce light sources off the many surfaces to simulate true sun light, upping the ambience a bit is the best option available right now. As sunlight is a pretty indirect diffused light source and tends to cause very light shadows from being bounced and reflected off the many other surfaces in the area, often producing strange colours like greens after hitting grass, bushes etc to diffuse into the surround shadows.

Bigsnake
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Posted: 17th Oct 2010 19:43
Yeah lightmassing would be a good idea, The Source engine does something like lightmassing with the enviromental light, you get your main light colour, the direction from the skybox and the ambient colour so anything not lit will be shaded with that colour under the shadows in the map. The light does bounce as far as I know aswell.

Hopefully Lee could add something like it though

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
CoffeeGrunt
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Posted: 17th Oct 2010 19:43
Quote: "Actually in his screenshot the high ambience seems to work, as it is a snow scene and snow tends to cause a very bright diffusion of ambient light sources giving a very harsh almost blue overall appearance.
"


He changed it, the last one didn't work...

Quote: "Although as we don't have any way to bounce light sources off the many surfaces to simulate true sun light, upping the ambience a bit is the best option available right now. As sunlight is a pretty indirect diffused light source and tends to cause very light shadows from being bounced and reflected off the many other surfaces in the area, often producing strange colours like greens after hitting grass, bushes etc to diffuse into the surround shadows."


Global Illumination with Colour Bleeding? It's pretty fun to play around with, I still haven't quite got the settings right on my setup though...

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