Game Development Community

Lighting super bright in game

by Jay Verba · in Constructor · 04/26/2007 (7:38 am) · 8 replies

Hi just picked up Constructor a couple weeks ago and have been slowly been getting used to it and tackled most of the problems I was having it. I have a question about how my model looks in Constructor compared to in game though.

Why is it when I bring my dif in game, it is extremely over exposed, super bright compared to when relighting it in constructor? In constructor I checked "preview with sunlight" and matched all sun attributes to that of my mission file. I get it to look how I want it in Constructor, but again when I drop it in game its super bright.

I am using
Constructor 1.0 exporting legacy dif
TGE 1.5

any help is appreciated!
Kurt

#1
04/26/2007 (11:45 am)
Picture's would help those giving help my freind:)
#2
04/27/2007 (7:10 am)
I have the same problem, and no pictures are really needed, he describes the problem well

The sunlight seems to seep inside the building when brought into torque, it's as if the walls do not block the sun in the least

(note this only happens after relighting the mission in torque, when you first bring the DIFF file into torque the lighting inside the building is fine)
#3
04/27/2007 (8:39 am)
OK, here are some screencaps of my lighting problem, so far I cant find a workaround, other than backtracking and making textures darker, and that is a real waste of precious time!

pacybear.dyndns.org/screenCaps/ConShaded.jpgOK, this is the model shaded in Constructor

pacybear.dyndns.org/screenCaps/ConMapped.jpgAnd this is the model after relighting with a couple of point lights and without the Preview with sunlight box checked

pacybear.dyndns.org/screenCaps/ConMapped_sun.jpgSame as above, but this is with Preview with Sunlight checked. I'm guessing the intention of this is to get a closer preview of what the DIF would look like in game.

pacybear.dyndns.org/screenCaps/inGame.jpgAnd then this is the same model dropped in game, and as you can see after a relight, it looks like it doubled up on all the sunlight. Pretty frustrating when you are trying to control the consistency of textures from a pipeline perspective. Its like you cant get an accurate preview of what stuff will look like in the game until its actually wrapped up and in the game.

pacybear.dyndns.org/screenCaps/suns.jpgThrowing this in because I did make sure I matched the sun attributes in my mission file and constructor. Had to get the calculator out to convert 255 to 1 though...

So my question is: Is this normal ??? This "over exposure" also shows up on DTS's I bring in to the game, but I can simply uncheck "Receive Sunlight" in its inspector properties.

Again, I'm using TGE 1.5, and I read on here somewhere that in 1.5.2 there are some lighting bug fixes?
Kurt
#4
04/27/2007 (9:43 am)
There's a bug in Constructor 1.0 (fixed in HEAD) that causes it to ignore the sun's ambient - in the next release the lighting should look very similar to TGE.
#5
04/29/2007 (9:15 am)
I think I might have found a workaround to that: By editing the world spawns properties of your structural objects you can set a light ambient value. It gives a very good rep of what the dif will look like in game
Kurt
#6
05/14/2007 (11:48 am)
I am having the same kinda trouble with my .difs as well, (looks like the sun going NOVA) so I am very glad it is not me /winks and that GG is working on a solution for us. What was the work around tweak you said you found Kurt? KEWL /smiles have a screen shot and a setting to give on the value maybe on the world spawns properties? What value did you use to set your light ambient value?
www.theatomizer.com/Downloads/LightingTGE1.5.1Bug.jpg
And here is a shot of inside one of the buildings and the floor should not be that bright and while I have remapped the walls and cielings, it is still to bright and I still want to put in lighting to show case the painting like in a real gallery and I cannot as it is now as you can see from this shot:
www.theatomizer.com/Downloads/LeGalleriaDevShot1.jpg
It's beter after re-mapping, but still not close to what I want and need. I hear your pain Kurt and John /smiles nad yep I know they working on it for us. /smiles hopefuly soon a easy fix.

DT
#7
05/15/2007 (10:05 am)
I find the default sun values to be way too high. I usually turn mine way down, a darker blue for ambient and the sun somewhere in the mid-range of what time of day I think it should be. Ambient value correlates with shadows, and IRL shadows are quite blueish during the day, and less blue at night. The sun isn't pure white, even when overcast you still want to represent a diffused yellow. So, just turn your mission values down a few notches and everything should even out.
#8
05/15/2007 (10:26 am)
Yup, did that, and with 2 another posts on another subjects, we got between the 3 of them a fix, I am now getting better results, thanks though. And your right about the yellowish/blueish over lays and taking them down a few notches /smiles. Also the programmer did a few tweaks on the engine and much better now I think.

DT