Even More Advances in 3DsMax LMing
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Even More Advances in 3DsMax LMing
After getting Overgrowth to have transparent leaves as per this blog: Advances in 3DsMax LMing with Overgrowth #2 - Project Reality Forums
I found myself in a little bit of a problem where the terrain shadows didn't match the static shadows like so: As such I decided to put my theory that I've had in my head for some time of doing terrain lightmaps in 3DsMax aswell as the objects so that the terrain could also benefit from the same advantages of 3DsMax LMing, mainly to get transparent leaves thou.
After about a week of sweat and pain with my PC almost getting thrown out of the window a few times, only saved by the cables not being long enough to get it to the window I have finally managed to lightmap the terrain fully with 3DsMax.
Normal Terrain Lightmaps with the BF2 Editor:
3DsMax Terrain Lightmaps:
And the sun lightmap files:
Normal Terrain Lightmaps with the BF2 Editor:
3DsMax Terrain Lightmaps:
As you can see, the shadows are overall more crisper but the main difference as you can see is with the overgrowth shadows and there transparent leaves, leaving a real solid shadow for the trunk and branches, and a much softer shadow for the leaves instead of the huge hard shadow from the entire tree before
And a ingame shot
I hope that more maps in the future will have there terrain lightmapped with 3DsMax but going to need to find some faster methods of setup since even thou the overall lightmapping process is much quicker, the amount of manual setup to get there is huge, cutting up and remodelling the terrain by hand etc... But I'm sure I'll sort something out in time
I found myself in a little bit of a problem where the terrain shadows didn't match the static shadows like so: As such I decided to put my theory that I've had in my head for some time of doing terrain lightmaps in 3DsMax aswell as the objects so that the terrain could also benefit from the same advantages of 3DsMax LMing, mainly to get transparent leaves thou.
After about a week of sweat and pain with my PC almost getting thrown out of the window a few times, only saved by the cables not being long enough to get it to the window I have finally managed to lightmap the terrain fully with 3DsMax.
Normal Terrain Lightmaps with the BF2 Editor:
3DsMax Terrain Lightmaps:
And the sun lightmap files:
Normal Terrain Lightmaps with the BF2 Editor:
3DsMax Terrain Lightmaps:
As you can see, the shadows are overall more crisper but the main difference as you can see is with the overgrowth shadows and there transparent leaves, leaving a real solid shadow for the trunk and branches, and a much softer shadow for the leaves instead of the huge hard shadow from the entire tree before
And a ingame shot
I hope that more maps in the future will have there terrain lightmapped with 3DsMax but going to need to find some faster methods of setup since even thou the overall lightmapping process is much quicker, the amount of manual setup to get there is huge, cutting up and remodelling the terrain by hand etc... But I'm sure I'll sort something out in time
-
- Posts: 729
- Joined: 2008-08-21 23:16
-
- Retired PR Developer
- Posts: 7016
- Joined: 2007-02-11 03:14
-
- Posts: 884
- Joined: 2008-03-25 09:43
Hate to rain on a parade, but is it really, really so important to commit large ammounts of time into it?
I almost cant tell a difference between 'bf2editor' and '3dsmax' LM method, but then again - its just me.
Still, I'm impressed with your dedication and skills, Rhino. I'm sure you'll achieve your goal someday. I'll keep my fingers crossed even if I dont see the point...
I almost cant tell a difference between 'bf2editor' and '3dsmax' LM method, but then again - its just me.
Still, I'm impressed with your dedication and skills, Rhino. I'm sure you'll achieve your goal someday. I'll keep my fingers crossed even if I dont see the point...
-
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
cheers guys
It's not that important no BUT these little details make the game look and more importantly feel more realistic and as such the player becomes more and more immersed into the game and as a result can enjoy the game more.
I agree the differences are not that huge and for a person who has not read this blog will most likley not see a difference but like I said, when the eye picks up on the small things like when walking though a forest area, all the bits of light peaking though the leaves on the ground it will make your subconscious make you believe it is more realistic and then it goes onto the points I've already mentioned
When I started doing the terrain LMs I didn't actually think it would take as long as it did, I knew it was not going to be strait forward but my initial tests I was light mapping the entire terrain in under 20mins. Just the lightmap had lots of small errors on it which to correct them resulted in a huge amount of work and increased render time to 2hrs. But still beats the render time of the BF2 editor which is around 8hrs and if I did anouther map setting up the terrain for LMing again I reckon now I know what needs to be done and how to do it, and didn't experiment with other methods of getting it done (which I would undoubtedly do) I reakon I could set the terrain up for lightmapping in 8hrs to 12hrs work or something? So the extra 2hrs or so overall IMO is worth it to get this extra level of detail in, thou my aim like I have said is to look into better ways of setting up the terrain so it takes less time and with any luck will in the end get the setup and LMing time down under the total LMing time of the BF2 editor
Aquiller;bt1832 wrote:Hate to rain on a parade, but is it really, really so important to commit large ammounts of time into it?
I almost cant tell a difference between 'bf2editor' and '3dsmax' LM method, but then again - its just me.
Still, I'm impressed with your dedication and skills, Rhino. I'm sure you'll achieve your goal someday. I'll keep my fingers crossed even if I dont see the point...
It's not that important no BUT these little details make the game look and more importantly feel more realistic and as such the player becomes more and more immersed into the game and as a result can enjoy the game more.
I agree the differences are not that huge and for a person who has not read this blog will most likley not see a difference but like I said, when the eye picks up on the small things like when walking though a forest area, all the bits of light peaking though the leaves on the ground it will make your subconscious make you believe it is more realistic and then it goes onto the points I've already mentioned
When I started doing the terrain LMs I didn't actually think it would take as long as it did, I knew it was not going to be strait forward but my initial tests I was light mapping the entire terrain in under 20mins. Just the lightmap had lots of small errors on it which to correct them resulted in a huge amount of work and increased render time to 2hrs. But still beats the render time of the BF2 editor which is around 8hrs and if I did anouther map setting up the terrain for LMing again I reckon now I know what needs to be done and how to do it, and didn't experiment with other methods of getting it done (which I would undoubtedly do) I reakon I could set the terrain up for lightmapping in 8hrs to 12hrs work or something? So the extra 2hrs or so overall IMO is worth it to get this extra level of detail in, thou my aim like I have said is to look into better ways of setting up the terrain so it takes less time and with any luck will in the end get the setup and LMing time down under the total LMing time of the BF2 editor
-
- Posts: 33
- Joined: 2008-08-30 09:47
-
- Posts: 4765
- Joined: 2006-12-29 14:52
Great sucess rhino !
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
-
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
That more than anything is whats important.. Rhino doesnt give up (this sometimes leads to him being a real **** mind you...!!)ChizNizzle;bt1840 wrote:You really push BF2 engine to the limits...
Getting lightmaps done in max could be a real boon for us in terms of time and frustration in general. And its important to note.. lightmapping in Max requires no light sample generation.. this allows us the freedom to use anyof the statics from any of the addons as well (they are fairly low quality...but so is some of the PR stuff)
Great results rhino...hats off to you..!
-
- Posts: 884
- Joined: 2008-03-25 09:43
Well thats a hell of a good reason for doing so... You've convinced me.[R-DEV]IronTaxi;bt1841 wrote: Getting lightmaps done in max could be a real boon for us in terms of time and frustration in general. And its important to note.. lightmapping in Max requires no light sample generation.. this allows us the freedom to use anyof the statics from any of the addons as well (they are fairly low quality...but so is some of the PR stuff)
-
- Posts: 63
- Joined: 2009-05-17 03:18