Creating A Night Map

Can someone please provide a step by step process on how to change a map from day to night?

If I say open the basic editor, start a small basic map. I then close the basic editor and open it in the advanced. What do I have to do to make this map NIGHT?

I have tried replicating settings from HarbourNight but believe I am missing something?

Comments

  • RedBaron64(ITA)RedBaron64(ITA) Posts: 173Player
    edited May 2016
    Do it in advanced edtor
    It's not a dark blue night, it's a light blue but try it
    DominantDirectionalLight
    Light color - B 255 - G 118 - R 103
    ModShadowColor - R 0.315073 - G 0.786169-B 1
    Bloom Tint - B 176 - G 81 - R 43

    View - World properties - Lightmass
    Environment color - B 255 - G 228 - R150

    Than rebuild lighting and play with Light color
  • |-OSG-|Eladd|-OSG-|Eladd Posts: 34Player
    That's what I was missing - The DominantDirectioalLight !

    I've made those changes as suggested and compiling. Interesting to see how it turns out.

    Cheers
  • |-OSG-|Eladd|-OSG-|Eladd Posts: 34Player
    Didn't work quite as I had imagined...Will play around further.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,163Beta Tester
    edited May 2016
    It's very tricky to create night map. Lots of things go into it. It's not as simple as dropping in a light. Info needs to be changed inside worldinfo properties. Your lights need proper lighting channels. Post processing volume needs to be properly set, fog and so on. Take a look at my Rusneyev map to get a better idea.

    I have a skylight, dominate light, directional light. Fog actor. All those are tweaked in one way or another. World info properties have also been adjusted to get proper shadows from other light sources.

    Hopefully that will help bit more.


    Edit: believe it or not, there are times I spend a week or more only on adjusting lights.
  • -Flops--Flops- Posts: 354Player


    Edit: believe it or not, there are times I spend a week or more only on adjusting lights.

    I believe it! Hes like a whale you dont hear from him for a week them he comes flying out of nowhere and uses his blow hole to rain on your hopes and dreams then he submerges again for a week .
  • ModtoolsModtools Posts: 282Player
    edited May 2016
    there is another way over postprocess volumes.
    I used them in my mapport stronghold.
    If you need help only say it,
    add me on steam.

    1.) volume brush over the whole map.
    2.) select in volume types postprocessvolume
    3.) then look the setting i made in my mapport stronghold
    additional 3.1) build lighten up areas in buildings ...
    it looks then ingame if your eyes are adaptng to the light :-)
    4.) build lighting

    link to stronghold: http://steamcommunity.com/sharedfiles/filedetails/?id=656405581

    but as wolverine said, there are going weeks in the perfect lightset
    -> wirecutter took me 2 weeks to get the lightambience i did want

    hope this helps
    Gz modtools
  • |-OSG-|Eladd|-OSG-|Eladd Posts: 34Player
    RedBaron64(ITA) + -=}WoLvErInE{=- + Modtools = the type of information I was after.
    Like all good things it takes time to implement well.

    I was going to try and create a night version of the map I'm making for the competition but I think I will give it amiss for now as I don't believe I would do it justice at this time (I will keep tweaking).
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited May 2016
    When I last made a night map, here are my settings..

    I removed the dominant directional light completely and instead used world info lighting settings, like this..

    6zovf7.jpg

    Other light actors (point, spot etc) that you add into your map will give you light where you need it.

    Also here's a copy/paste of my height fog (optional) I find it gives a slight mist fitting to a night sky :)

    Begin Map
    Begin Level
    Begin Actor Class=HeightFog Name=HeightFog_1 Archetype=HeightFog'Engine.Default__HeightFog'
    Begin Object Class=HeightFogComponent Name=HeightFogComponent0 ObjName=HeightFogComponent_0 Archetype=HeightFogComponent'Engine.Default__HeightFog:HeightFogComponent0'
    Height=2214.392090
    Density=0.000020
    LightBrightness=0.350000
    LightColor=(B=51,G=50,R=58,A=0)
    StartDistance=500.000000
    Name="HeightFogComponent_0"
    ObjectArchetype=HeightFogComponent'Engine.Default__HeightFog:HeightFogComponent0'
    End Object
    Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_212 Archetype=SpriteComponent'Engine.Default__HeightFog:Sprite'
    SpriteCategoryName="Fog"
    ReplacementPrimitive=None
    HiddenGame=True
    AlwaysLoadOnClient=False
    AlwaysLoadOnServer=False
    LightingChannels=(bInitialized=True,Dynamic=True)
    Name="SpriteComponent_212"
    ObjectArchetype=SpriteComponent'Engine.Default__HeightFog:Sprite'
    End Object
    Component=HeightFogComponent'HeightFogComponent_0'
    Components(0)=SpriteComponent'SpriteComponent_212'
    Components(1)=HeightFogComponent'HeightFogComponent_0'
    Location=(X=1809.450317,Y=-793.740173,Z=2214.392090)
    Tag="HeightFog"
    Name="HeightFog_1"
    ObjectArchetype=HeightFog'Engine.Default__HeightFog'
    End Actor
    End Level
    Begin Surface
    End Surface
    End Map

    Here's a good looking moon too :)

    Begin Map
    Begin Level
    Begin Actor Class=StaticMeshActor Name=StaticMeshActor_7 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor'
    Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_2 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
    StaticMesh=StaticMesh'MasterSkyWorlds.SkyMoon.BridgeBDX_Moon_Full_MS_SMESH'
    LODData(0)=
    VertexPositionVersionNumber=3
    ReplacementPrimitive=None
    PreviewEnvironmentShadowing=255
    bAllowApproximateOcclusion=True
    bForceDirectLightMap=True
    bUsePrecomputedShadows=True
    VisibilityId=2371
    LightingChannels=(bInitialized=True,Static=True)
    Name="StaticMeshComponent_2"
    ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
    CustomProperties
    End Object
    StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_2'
    Components(0)=StaticMeshComponent'StaticMeshComponent_2'
    Location=(X=147723.046875,Y=148577.781250,Z=79231.046875)
    Rotation=(Pitch=3271,Yaw=-47741,Roll=-100)
    DrawScale=13.000000
    DrawScale3D=(X=2.128842,Y=2.128842,Z=2.128842)
    Tag="InterpActor"
    CollisionComponent=StaticMeshComponent'StaticMeshComponent_2'
    Name="StaticMeshActor_7"
    ObjectArchetype=StaticMeshActor'Engine.Default__StaticMeshActor'
    End Actor
    End Level
    Begin Surface
    End Surface
    End Map

    Oh and you might want to toggle nightvision option in the world info, some guys may be able to lend you a nice starry night skybox too, I've seen some really nice night environs, mine is a little plain but gets the kinda look and feel I was looking for :)
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • |-OSG-|Eladd|-OSG-|Eladd Posts: 34Player
    [Gen]Adzic wrote: »
    When I last made a night map, here are my settings..

    Oh and you might want to toggle nightvision option in the world info, some guys may be able to lend you a nice starry night skybox too, I've seen some really nice night environs, mine is a little plain but gets the kinda look and feel I was looking for :)

    Cheers. More excellent information.
  • |-OSG-|Eladd|-OSG-|Eladd Posts: 34Player
    edited May 2016
    Take a look at my Rusneyev map to get a better idea.

    Had a good look at your map yesterday. Yes it a nice night map. Especially liked the clouds. One thing in particular that you had in my map got me all excited - The Rail Car, Flying Fox, Zip Line - Whatever you want to call it.

    I want to use a zipline in a map I was/maystill make for Killing Floor 2 but wasn't sure how to create it.
    I assume you used the moving platform as there are no zipline animations in AAPG?
  • (Beer_me)lobo(Beer_me)lobo Posts: 649Player
    i would think its a matinee with movement track set by a trigger
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,163Beta Tester
    You're more than welcome to use it. Hit me up on steam and I'll give you an uncooked version of the map, this way you can copy anything you want from the map into yours. :+1:
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