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Hi guys, its me again
We're done with the basic stuff, so lets do something more advanced ;)
...
Today: Lighting and... miscellaneous
As you see I worked on 'tutorial island' again - just as an example how it might look after adding vegetation
You remember the difference between meshes and static meshes? Collission!
Sometimes exact collission is unnecessary. For example in this forest:
So I will not allow the player to enter the forest. So the trees do not need collission.
Create a new layer and make sure areas are visible
Create a 'Denied Area'.
I could create lots of these areas to fit the forest's shape...but there is a better solution
We can modify the area's shape.
Select the area, then go to Tools->Vertex Edit. Make sure Sprites are visible
You can select and move the points
Move the cursor above a yellow line, press ALT and click
This works for each (or every?) kind of area!
Yeap, works :)
The trees in here are meshes, not static meshes!
Denied area + mesh is better than no area + static mesh. At least thats the way CDPR did it in TW2 levels wherever they could.
You can convert meshes to static meshes (or the other way round). Select Mesh -> right mouse button
Next topic: animals
Open asset browser. Go to Engine\templates\editor.
You should see Animal_area, animal_spawnpoint, animal_manager. You need them all.
Tag the animal_manager. Tags have to be confirmed by pressing ENTER.
Select the animals you want. I choose chicken (mjami!)
Make sure your animal spawnpoint's tag and the animalSpawnpointsTag in ANIMAL_MANAGER are identical
The animals will move around roughly inside the animal_area. Well... nearly inside that area ;)
Same procedure with the tags.
Works :)
Let me show you how much the animals care about their areas...
If the area is too big animals try to run inside rocks, pass the cliffs and act just stupid.
Next topic: Lighting.
...global/environment lighting. No torches or pointlights and lightbulbs...yet
Global lighting is controlled by areaEnvironments
AE control the 'mood' of an area. Not only light color and strength, its also about bloom and fog and everything
Look at Flotsam and compare it with LaValette castle. See the difference in atmosphere, lighting and fog? Thats what AE do.
I want to have a different lighting/atmosphere for Tutorial Island.
I need another AE.
The first AE we created in #1 is 'global'. No matter how big we scale it, it is active everywhere
The small AE is supposed to affect only the island
So I set 'isGlobal' to FALSE
Activation/Deactivation time control how fast the AE fades in/out
My global AE has priority 1
So I set the priority of Island AE (local) to 2.
If the player passes this blue wall, global AE will fade out and Island AE will fade in.
Higher number= higher priority
You can modify these parameters to change lighting the way you want it. I will not explain what they mean, not in this video. There is a good tutorial in the wiki!
But I want to show HOW you can modify parameters
Double click to create new points
You see the timeline below? You can set each parameter as a function of time of day.
Purple line = now
Changes do not update in realtime! Look: I set it to blue and nothing happens...
Fast solution: Deactivate and activate the parameter you worked on, then it will update
Local AE do not have to be activated manually (like we did with the global AE.)
When I fly back into the AE, lighting changes automatically
Sometimes AE act quite ***. Then try 'Stabilize AE' or restart editor.
Timmee toooooooo saayy goooodbyyyeeee