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W3d sun [message #56192] Fri, 28 November 2003 13:43 Go to next message
Sn1per XL is currently offline  Sn1per XL
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i was wondering how to add a custom sun to my map i noticed on most maps they have a W3D file for there sun how do i do this?

Ingame names: Sn1perXL, xhav0c
W3d sun [message #56193] Fri, 28 November 2003 14:03 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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There is no "custom sun," it's nothing but changing the vertex lighting in LevelEdit through the lighting menu.
W3d sun [message #56194] Fri, 28 November 2003 14:19 Go to previous messageGo to next message
Sn1per XL is currently offline  Sn1per XL
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oh ok thanks...but i have another question how do i add shadows in my map?
W3d sun [message #56195] Fri, 28 November 2003 14:27 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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You can just use the "Compute Vertex Solve" on the lighting menu to generate lighting and it will create shadows if you check the "Check Occlusion" box before generating.

There was a tuorial about making the custome shadows, which was very impressive. It was on renhelp but it seems to have gone walkies, I'll see if i can track it down if you want to make your own shadows.


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W3d sun [message #56196] Fri, 28 November 2003 14:31 Go to previous messageGo to next message
Sn1per XL is currently offline  Sn1per XL
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ok thanks for the help you guys Smile
W3d sun [message #56205] Fri, 28 November 2003 16:45 Go to previous messageGo to next message
IRON FART
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I think he means like the lighting in Islands. If you look at the plain .w3d for islands, it has a separate light source, and everything has shadows. This is BEFORE loading it into leveledit.

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W3d sun [message #56208] Fri, 28 November 2003 18:17 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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That was done through Lightscape and the 3DS W3D tool. It is not possible to generate that kind of lighting through gMax.

The "custom lightmaps" is a joke. It requires an enormous amount of effort for a mainly ineffective radiosity solve, without any true calculations on lighting.

Vertex lighting is more realistic than the "custom lightmaps" are, depending on how you generate your terrain.
W3d sun [message #56235] Sat, 29 November 2003 05:25 Go to previous messageGo to next message
Adavanze is currently offline  Adavanze
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If you generate auto alpha shadows on 3ds max using radiosity, chances are it will appear in a totally different direction than the shadow for your character wil come out. Takes alot of re-aranging on the lights. Also it does have alot of bugs, the textures wont map properly in some cases, and the shadows can come out so dark, that it is like pitch black and ugly.

On http://www.drireign.net/ there is a tutorial about custom lightmaps, it looks cool, but make sure u do it in the right direction.. It will take a long time too!

You can probably change the lighting direction in level edit, im not a level edit expert.

If you wanna know how to do real time light mapping using radioisity, you can go to http://www.windssoft.com/Index.htm and download the tool for max to do it, I guess if you get it right it is worth it, especially when u get the mirror effects from it.
W3d sun [message #56332] Sat, 29 November 2003 22:10 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Yes, you can place the sun anywhere you want,

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W3d sun [message #56340] Sun, 30 November 2003 02:55 Go to previous message
Sir Kane
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Lightscape rendering takes ages.

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