Not sure on what board my problem fits best, but...
I got the idea of making a new sort of map that relies heavily on lightning. What I wanted to do was create a map where the lightning was so dark that you virtually can't see anything. Then I would give the player a hellion (or any other unit with a lamp on him) that emits a large beam of light, and the map would basically be the hellion driving around in the dark, trying to get from point A to point B. Which would be tough if you can't see any terrain past the 10 yards in front of your unit.
My problem is that trying to play with the lightning is biting off more than I can chew, I found. There's literally a gazillion lightning options and I can't really get them to work the way I want them too. I figured that putting the Exposure option all the way down makes my map dark, but this seems to make literally EVERYTHING dark. Even lights I place down don't show. And then there's the problem of my Hellion itself being dark, even with a working light next to him.
If it's even possible, what lightning settings do I need to use to make a map that
A) is so dark you can't distinguish the terrain, but
B) is perfectly fine lighted in places where lights are actually around (at my hellion, near lampposts, etc) and
C) manages to actually keep my hellion lighted normally as well.
Additionally, I haven't worked out yet how to attach a lightning source to my hellion - any information on this would be appreciated as well.
There are 3 directional lights in Starcraft 2, key, fill and rim light (traditional 3 point lighting).
In addition to this there is support for local lighting with ultra settings turned on, am not sure what shader model etc is required for the graphics card.
So that's the first thing to note, you will not have local lights unless the graphics card supports it.
Which means for alot of players your map will be broken.
As for the parameters you are messing with, exposure is not what you want. It's more of a post-render operation/filter.
Turn down diffuse/spec, bump up emissive etc
For more information on actual lighting, what the parameters are etc, Google ftw.
There is ALOT of information on the subject out there.
And how to attach a light to your unit, I'm pretty sure ProzaicMuze recently did an extensive writeup on attaching actors/units etc.
Not sure on what board my problem fits best, but...
I got the idea of making a new sort of map that relies heavily on lightning. What I wanted to do was create a map where the lightning was so dark that you virtually can't see anything. Then I would give the player a hellion (or any other unit with a lamp on him) that emits a large beam of light, and the map would basically be the hellion driving around in the dark, trying to get from point A to point B. Which would be tough if you can't see any terrain past the 10 yards in front of your unit.
My problem is that trying to play with the lightning is biting off more than I can chew, I found. There's literally a gazillion lightning options and I can't really get them to work the way I want them too. I figured that putting the Exposure option all the way down makes my map dark, but this seems to make literally EVERYTHING dark. Even lights I place down don't show. And then there's the problem of my Hellion itself being dark, even with a working light next to him.
If it's even possible, what lightning settings do I need to use to make a map that
Additionally, I haven't worked out yet how to attach a lightning source to my hellion - any information on this would be appreciated as well.
There are 3 directional lights in Starcraft 2, key, fill and rim light (traditional 3 point lighting). In addition to this there is support for local lighting with ultra settings turned on, am not sure what shader model etc is required for the graphics card.
So that's the first thing to note, you will not have local lights unless the graphics card supports it. Which means for alot of players your map will be broken.
As for the parameters you are messing with, exposure is not what you want. It's more of a post-render operation/filter. Turn down diffuse/spec, bump up emissive etc
For more information on actual lighting, what the parameters are etc, Google ftw. There is ALOT of information on the subject out there.
And how to attach a light to your unit, I'm pretty sure ProzaicMuze recently did an extensive writeup on attaching actors/units etc.
Would it be possible to achieve this effect through a modified fog of war?