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[Terrain Trix #3] Lighting Guide
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BumpInTheNight Regular Shmoe
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This sure beats digging around photoshop wikis and the like trying to figure out what all these terms actually mean, good stuff, great demonstration.
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LextalionisRex Regular Shmoe
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Thanks a lot for going through and cataloging this! Very helpful!
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KratsAU Author
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Can someone confirm that it's not possible to apply lighting effects like the above per player? Changing the lighting effects everyone doesn't it?
SC2 Name is Stark, author of Battle for Sky Fortress
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Reaper872 Regular Shmoe
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good stuff :) Now I understand how to change time of day appearances.
Want to be a member of a team who makes fun maps? Join Team War! We are a small, but idea filled new clan and we'd love new members.
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Good stuff
SC2 video tutorials: http://www.youtube.com/onetwosc
p.s. I've quit mapping since Nov 2011. -
ST4RKiLL3R Author
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I've messed around and found a perfect lighting for my winter based map, the only problem I'm faced with now is that when I'm in game the fog of war is dark as hell and the actual UI on the bottom of the screen is also darkened...
any advice for me?
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You can change the color of the fog of war in the Fog of War Data tab in the data editor.
Tutorial Custom Dialog Technique
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obliviron Author[Terrain Trix #3] Lighting Guide - [UPDATE]
</DIV> UPDATE - MAY 16th, 2011 -Added "Input Low/Input High" Information in the Colorization Tab <A NAME="Introduction"><DT>Intro</A> <A HREF="#intro">Introduction</A><BR> <A NAME="global"><DT>Global Tab</A> <A HREF="#ambientcolor">Ambient Color</A><BR> <A HREF="#specularmultiplier">Specular Multiplier</A><BR> <A HREF="#emissivemultiplier">Emissive Multiplier</A><BR> <A NAME="tonemapping"><DT>Tone Mapping Tab</A> <A HREF="#exposure">Exposure</A><BR> <A HREF="#bloom">Bloom</A><BR> <A HREF="#ambientmultiplier">Ambient Multiplier</A><BR> <A HREF="#diffusemultiplier">Diffuse Multiplier</A><BR> <A HREF="#whitepoint">White Point</A><BR> <A NAME="colorization"><DT>Colorization Tab</A> <A HREF="#inputs">Input Low/Input High</A><BR> <DIV ALIGN="CENTER"><A NAME="intro"><DT>Introduction</A></div> Introduction: I decided to make this part of the "Trix" series simply because i already made two of them. I might be wrong in some places, kindly tell me where and I'll change it. Widget - Unit, Doodad, Splat, Item, pretty much everything in the game. <DIV ALIGN="CENTER"><A NAME="ambientcolor"><DT>Ambient Color</A> <IMG SRC="http://img826.imageshack.us/img826/4036/ambientcolorshow.png" ALT="Ambient Color"></image> </div> What it Does: Changes the color of the ambiance, or the color that envelops the whole terrain. <IMG SRC="http://img194.imageshack.us/img194/2449/ambientcolorfinished.png" ALT="Ambient Color"></image> (Those are 0,0,0; 105,105,105; 255,255,255 respectively. Millions of other combinations can be formed.) <A HREF="#global">Back to "Global" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="specularmultiplier"><DT>Specular Multiplier</A> <IMG SRC="http://img831.imageshack.us/img831/4587/specularshow.png" ALT="Ambient Color"></image></div> What it Does: Sets the amount of light to reflect for widgets that can reflect light. <IMG SRC="http://img543.imageshack.us/img543/373/specularfinished.png" ALT="Ambient Color"></image> <A HREF="#global">Back to "Global" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="emissivemultiplier"><DT>Emissive Multiplier</A> <IMG SRC="http://img840.imageshack.us/img840/1593/emissiveshow.png" ALT="Ambient Color"></image></div> What it Does: Sets the intensity of light that widgets generate. Note: Setting this to 0 will remove widget-generated light. <IMG SRC="http://img191.imageshack.us/img191/3074/emissivefinished.png" ALT="Ambient Color"></image> <A HREF="#global">Back to "Global" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="exposure"><DT>Exposure</A> <IMG SRC="http://img843.imageshack.us/img843/1489/exposureshow.png" ALT="Ambient Color"></image></div> What it Does: Sets the amount of light the terrain is exposed to. <IMG SRC="http://img831.imageshack.us/img831/6997/exposurefinished.png" ALT="Ambient Color"></image> <A HREF="#tonemapping">Back to "Tone Mapping" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="bloom"><DT>Bloom Threshold</A> <IMG SRC="http://img687.imageshack.us/img687/659/bloomshow.png" ALT="Ambient Color"></image></div> What it Does: Fringes light around objects. Blizzard's bloom creation code is shit, so this is mainly useful only at night, where bloom adds to the effect of darkness. <IMG SRC="http://img571.imageshack.us/img571/1043/bloomfinal.png" ALT="Ambient Color"></image> <A HREF="#tonemapping">Back to "Tone Mapping" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="ambientmultiplier"><DT>Ambient Multiplier</A> <IMG SRC="http://img411.imageshack.us/img411/2450/ambientshow.png" ALT="Ambient Color"></image></div> What it Does: Brightens the light coming from the terrain. <IMG SRC="http://img440.imageshack.us/img440/1971/ambientmultiplierfinal.png" ALT="Ambient Color"></image> <A HREF="#tonemapping">Back to "Tone Mapping" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="diffusemultiplier"><DT>Diffuse Multiplier</A> <IMG SRC="http://img696.imageshack.us/img696/6849/diffuseshow.png" ALT="Ambient Color"></image></div> What it Does: Sets the amount of WHITE light generated by units, doodads, and items. <IMG SRC="http://img706.imageshack.us/img706/8832/diffusiondonse.png" ALT="Ambient Color"></image> <A HREF="#tonemapping">Back to "Tone Mapping" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="whitepoint"><DT>White Point</A> <IMG SRC="http://img820.imageshack.us/img820/418/whitepointsho.png" ALT="Ambient Color"></image></div> What it Does: Same as exposure, but only works with the Reinhard method. Note: Read up on the methods before using this. <IMG SRC="http://img214.imageshack.us/img214/9991/whitepointfinal.png" ALT="Ambient Color"></image> <A HREF="#tonemapping">Back to "Tone Mapping" Tab Directory</A> <DIV ALIGN="CENTER"><A NAME="inputs"><DT>Input Low/High</A> <IMG SRC="http://img849.imageshack.us/img849/4568/inputlowhighmenu.jpg" ALT="Ambient Color"></image></div> What it Does: Changes the luminous intensity of the environment - in laymans' terms: makes it lighter and darker. Note: There are Two values because this section, itself, is a range (Check out Note #2). High cannot go lower then Low Input, and vice versa. Note #2: Even more information: Input Low regulates the amount of "darkness" or decreases lpi (lux per interval). Input Low cannot go higher then (Input High - .1). Input High regulates the amount of "lightness" (That's actually a word) or increases lpi. Input High cannot go lower then (Input Low + .1). Image will be up tomorrow morning due to the various combinations. <A HREF="#colorization">Back to "Colorization" Tab Directory</A>I like challenges, and take the hardest questions that you can find in the recesses of your mind. PM Me!