
Sergeant
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Posted: 27 Jan 2010 11:02
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Pipeline_BeastVolumes.aa3 seems to be the only map that contains a file in relation to Beast Lighting, it also seems to be the only map that has incredibly realistic lighting, whether it be environmental or self-shadow oriented. Is pipeline the only map that contains the lighting properties relating to beast? Note that the lights the reflect off of colored surfaces reflect that same color tone onto the player models in pipeline where in other maps this same effect does not occur....
Last edited by SDF on 27 Jan 2010 15:50; edited 1 time in total |

Sergeant
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Posts: 495 |
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Joined: 25 Jun 2009 |
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Posted: 27 Jan 2010 13:14
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Hi, on the Pipeline map while you walk by the tunnels you can see very pimp lightning and shadows on the character model, but... i don't see the lights and shadows work the same on other parts of the map and same for the other maps; in some places, you see the light source placed above the characters models but you see the lights projected over the model from bottom to top, this is very noticeable on the Alley map in the hotel's room of the 2nd floor that's facing to the back alleys. On the Impact map you can notice how bad the lights are, on the street behind the busted T90 that heads to the Desert HMMWVs, if you stand still in the middle or it, you can see how the character models appear to be under some shadow but you don't see anything that could cast a shadow there and you still see the shadow of that player projected on the ground; this happens on some spots, not all along the street. When you incap a player many times you see it as if something where casting again a shadow over him, but if you "revive" him... then you see how that shadow dissapears. On the Pipeline map, when you're on the walkaway that surrounds the four fuel tanks or whatever, the shadow projected over the character model is completly black unless in the glasses of the character model. Same for the doors, the shadows are not projected over 'em or are projected wrong; when the door is closed you see the door as under a light source that's not hitting it with that strenght, but if you open it... then you see a shadow from nowhere projected over it. So i'll say that the lights and shadows are very bad rightnow, on the character models, on the objects models and on the maps.
And as side note, i'll add that i doubt that we ever see working IR patches on the units, like the 'Cat Eyes' or shoulder patches, as this are made on the texture and on the UV maps, but (the 'cat eyes') are not make as a 3D part on the model with it's own lighting properties. Rightnow we only can hardly notice a single IR patch on the back of the MITCH helmet cover. Let's C ya
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Sergeant
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Posts: 402 |
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Joined: 24 Oct 2004 |
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Posted: 27 Jan 2010 13:28
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BEAST LIGHTING IMAGES

Last edited by SDF on 27 Jan 2010 13:42; edited 1 time in total |

Sergeant
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Posts: 402 |
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Joined: 24 Oct 2004 |
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Posted: 27 Jan 2010 13:34
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MISSING BEAST LIGHTING
[/u]
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Sergeant
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Posts: 402 |
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Joined: 24 Oct 2004 |
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Posted: 27 Jan 2010 15:49
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Anyone disagree?
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Sergeant First Class
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Posts: 1540 |
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Joined: 23 May 2008 |
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Posted: 27 Jan 2010 16:22
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BeastResources.upk
BeastAreaLightPixelShader.usf
BeastAreaLightVertexShader.usf
Pipeline_BeastVolumes.aa3
Got 1/4

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Sergeant First Class
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Posts: 1711 |
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Joined: 08 May 2009 |
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Posted: 27 Jan 2010 17:02
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delete me
Last edited by Don Quixote on 07 May 2010 10:35; edited 1 time in total |

Sergeant
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Posts: 495 |
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Joined: 25 Jun 2009 |
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Posted: 27 Jan 2010 18:06
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Hi, the problem that i see with the lighting is not really on the maps; is on the character models. Lights and shadows are casted wrong over the character models on all the maps that we've until now, some times they're over done, some times are casted (over the character models) on the wrong place (of the map); maybe tweaking the shadows LOD values in the config we could fix this (at expense of performance) but i haven't seen anything on the config about the lights, only the shadows.
And i repeat, the problem that i see with the shadows and lights is how they're casted over the character models and how they interact between each other, meaning this: character models, map and light source. Let's C ya
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Sergeant
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Posts: 402 |
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Joined: 24 Oct 2004 |
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Posted: 27 Jan 2010 21:43
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| TigerD7 wrote: |
BeastResources.upk
BeastAreaLightPixelShader.usf
BeastAreaLightVertexShader.usf
Pipeline_BeastVolumes.aa3
Got 1/4
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what do each of those files do? More specifically, what does the BestVolumes.aa3 file do?
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Sergeant First Class
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Posts: 1540 |
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Joined: 23 May 2008 |
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Posted: 28 Jan 2010 04:15
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| SDF wrote: |
what do each of those files do? More specifically, what does the BestVolumes.aa3 file do? |
I'm not 100% sure, BUT take a look at the second SS you posted from Impact. There are a few others floating about too:
Not bad, even if there is "less Beast" in some of the other maps.
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