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Even More Advances in 3DsMax LMing
Posted in: Mapping
Posted 2009-11-01 at 12:00 by [R-DEV]Rhino

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
Views: 8199 | Comments: 22

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Comments
Total Comments: 22
  1. Old Comment
    Yrkidding's Avatar
    Looks awesome! Keep up the good work!
    Posted 2009-11-01 at 12:18 by Yrkidding Yrkidding is offline
  2. Old Comment
    Chuc's Avatar
    That looks b-e-autiful Rhino
    Posted 2009-11-01 at 12:19 by Chuc Chuc is offline
  3. Old Comment
    Aquiller's Avatar
    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...
    Posted 2009-11-01 at 12:20 by Aquiller Aquiller is offline
  4. Old Comment
    no big difference, srsly..
    Posted 2009-11-01 at 12:39 by WilsonPL WilsonPL is offline
  5. Old Comment
    Rhino's Avatar
    cheers guys

    Quote:
    Originally Posted by Aquiller View Comment
    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
    Posted 2009-11-01 at 12:46 by Rhino Rhino is offline
  6. Old Comment
    200rabbits's Avatar
    I can see the difference and I like it, I think it'll add to the atmosphere in the levels.
    Posted 2009-11-01 at 12:50 by 200rabbits 200rabbits is offline
  7. Old Comment
    Tim270's Avatar
    Surely some of the bigger trees leaves would cast shadows? - Or they do, I cant really tell.
    Posted 2009-11-01 at 12:55 by Tim270 Tim270 is offline
  8. Old Comment
    Amok@ndy's Avatar
    i hope you create a new tutorial to set up max for lightmapping like this
    Posted 2009-11-01 at 13:29 by Amok@ndy Amok@ndy is offline
  9. Old Comment
    =Romagnolo='s Avatar
    Great sucess rhino !
    Posted 2009-11-01 at 13:42 by =Romagnolo= =Romagnolo= is offline
  10. Old Comment
    Nice touches, as always...You really push BF2 engine to the limits...
    Posted 2009-11-01 at 14:40 by Arnoldio Arnoldio is offline
 

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