This emulates the no selection DNC in war3 for sc2. AKA: Create a dungeon-like effect that en-shadows units not under the influence of an omnilight. This works for every widget in the game (e.g: doodads, units, items, and it might even affect splats).
Here's the effect in war3:
(As you can see, the central terrain has an omnilight that allows the footman and a few sorroundings to be visible. After that, it turns pitch-black)
Here's the final result:
(Bottom left you can barely see the wing of a zergling, who is not under the effect of the omnilight)
How to do it:
This required a workaround, since simply setting the brightness to .3 will also diminish the omnilights.
Go to Data Editor and then go to lighting, then copy the Bel'Shir lighting.
Switch to terrain view.
Open up the Lighting Window via Window > Lighting.
Select the lighting that you made.
Click on the "Key" tab and set the Diffuse Multiplier to 0.
Go to the "Colorization" tab. Set Input Gamma to 3 - 6. Anything else will look bad.
Change Colorize to 0 (Not needed but makes the image look better).
Go to the "Tone Mapping" tab and set the Diffuse Multiplier to .8 (.6 - .9 is good).
Set the Exposure to 1.45 (.9 - 1.5 is good).
Set the Ambient Multiplier to 0.
Go to the "Global" tab and set both Emissive Multiplier and Specular Multiplier to 0.
Now for the filtering.
Go to the "Variations" tab and click the "-" button beneath the white - black gradient 23 times. The less filters you apply, the lighter the game will be.
Go to the "Terrain" tab and set the Terrain Specular Exponent to 0.
(You can still see model emissers. Those are unremovable.)
You are done!
As always, leave feedback to tell me what to improve!
Very quick piece of terrain showing what can be done with this (I know it's empty bottom left, didn't have time to finish):
Just tried it and I did not get an effect I liked. Might be the way the terrain is set up but it just ended up being dark but really bright but not as if it's coming from the multiple light sources.
Also when I saw this I thought, I could make a map like Demon's Souls where it's hard to see and you need to always be aware. Having a unit pop up out of the dark and attack you only to not have your unit attack back would be awesome. Getting hit by hydras from the dark. Sentry Drones could become flashlights.
Just tried it and I did not get an effect I liked. Might be the way the terrain is set up but it just ended up being dark but really bright but not as if it's coming from the multiple light sources.
Also when I saw this I thought, I could make a map like Demon's Souls where it's hard to see and you need to always be aware. Having a unit pop up out of the dark and attack you only to not have your unit attack back would be awesome. Getting hit by hydras from the dark. Sentry Drones could become flashlights.
Not all units have light sources on them. And from my understanding you can not currently add light sources to the models with 3d software.
My map Infinite TD has lighting like this and youll notice that you can not see most ingame units when the lighting is dark like this. Most protoss units look pretty cool in the lighting like this though because they generally have parts of thier models that glow.
You can use the lighting like this as if your map has a True night time. Blending a rich dark night time into a bright day looks pretty nice.
This has more to do with the lighing engine in game then anything. It can really help to make an impression
Light sources can be alot of fun to play with. As well as learning how to set the map lighting in general.
Though I have no idea what they mean by WC3 DNC Colouration.
I supose you use Site Operations to add lightsources to models .. like flashlights?
If you want to make a horror-map with untis hidden in shadows, you have to turn HP bars off. Since they are UI they will be seen in shadows.
I have HP bars displayed by default .. and I know a lot of people has. And hovering the mouse cursor over a unit would display HP bars anyways .. so there must be a way to turn them off?
I supose you use Site Operations to add lightsources to models .. like flashlights?
If you want to make a horror-map with untis hidden in shadows, you have to turn HP bars off. Since they are UI they will be seen in shadows. I have HP bars displayed by default .. and I know a lot of people has. And hovering the mouse cursor over a unit would display HP bars anyways .. so there must be a way to turn them off?
Alot of the UI stuff for the unit is controlled by the units actor. As far as i can tell, you have the abiltiy to disable all the ui components of a unit.
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
Warcraft 3 did not have a lightning editor. In fact, there was only one way to change color of the environment (other then fog), which was day night color. This was a model which gave the game a very strained environment color. This usually looked ugly - since everything was tinted that particular color, including the doodads. However, if you do call setdaynightmodels(... , ... ) [not sure about code grammar, haven't coded in wc3 for a while], then the environment will be blacked out, similar to the effect i created.
Btw: Will be releasing a new tutorial sometime today or tommorow!
Well I think if your writing a tutorial I think you should Call it "How To SC2 Lighting Editor". The WC3 stuff is just confusing, mainly because there was no lighting editor in wc3.
The "effect you created" is just that you turned down the lighting from the Maps Generic light source so that the only light sources that are visible are the light sources that belong to actors /units/ and what not.
I personally would like to see a tutorial that covers all the settings in the lighting editor, but yeah theres like 50 million different settings in there.
I managed to make a full day/night cycle on my map(From supper dark like your to supper bright at day, as well as making the light emiters on units glow brighter at night =) ). Took me awhile to learn the lighting enough to do that, but theres a ton of other options in there that I have yet to touch.
Well I think if your writing a tutorial I think you should Call it "How To SC2 Lighting Editor". The WC3 stuff is just confusing, mainly because there was no lighting editor in wc3.
The "effect you created" is just that you turned down the lighting from the Maps Generic light source so that the only light sources that are visible are the light sources that belong to actors /units/ and what not.
I personally would like to see a tutorial that covers all the settings in the lighting editor, but yeah theres like 50 million different settings in there.
I managed to make a full day/night cycle on my map(From supper dark like your to supper bright at day, as well as making the light emiters on units glow brighter at night =) ). Took me awhile to learn the lighting enough to do that, but theres a ton of other options in there that I have yet to touch.
I will be making a lighting guide, since its late and i have a ton of homework, it's probably going to be finished tomorrow, and it's full of screenshots.
Edit: The effect is more complicated then that, because if you just turn down the lighting, omni-lights will go down with it. Hence the tutorial.
I tried this out and I pretty much just got a greytone environment. Also for the last step, Terrain Specular Exponent's lowest value is 1 not 0. I've double check my changes and they all correspond to the ones you recommended. What might I be doing wrong?
Greytone environment...? Is colorization set to 1.0? I discovered in following this (very helpful :D ) tutorial that Colorize is supersaturated at 0.0 and monochrome at 1.0
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This emulates the no selection DNC in war3 for sc2. AKA: Create a dungeon-like effect that en-shadows units not under the influence of an omnilight. This works for every widget in the game (e.g: doodads, units, items, and it might even affect splats).
Here's the effect in war3:
(As you can see, the central terrain has an omnilight that allows the footman and a few sorroundings to be visible. After that, it turns pitch-black)
Here's the final result:
(Bottom left you can barely see the wing of a zergling, who is not under the effect of the omnilight)
How to do it:
This required a workaround, since simply setting the brightness to .3 will also diminish the omnilights.
Now for the filtering.
(You can still see model emissers. Those are unremovable.)
You are done!
As always, leave feedback to tell me what to improve!
Very quick piece of terrain showing what can be done with this (I know it's empty bottom left, didn't have time to finish):
50 views and no comments?
we are all just watching and not know what to say.....
Is it that good?.. Or bad?
Nice. But are lightsoruces limited to omnilight-doodads? What about doodads with pointlights.. and lightsoruces on units, etc?
Thanks
Every light source works.
@obliviron: Go
Very cool!. Definitely a lot of good uses could come of this.
Just tried it and I did not get an effect I liked. Might be the way the terrain is set up but it just ended up being dark but really bright but not as if it's coming from the multiple light sources.
Also when I saw this I thought, I could make a map like Demon's Souls where it's hard to see and you need to always be aware. Having a unit pop up out of the dark and attack you only to not have your unit attack back would be awesome. Getting hit by hydras from the dark. Sentry Drones could become flashlights.
Link your map, i'll take a look.
Not all units have light sources on them. And from my understanding you can not currently add light sources to the models with 3d software.
My map Infinite TD has lighting like this and youll notice that you can not see most ingame units when the lighting is dark like this. Most protoss units look pretty cool in the lighting like this though because they generally have parts of thier models that glow.
You can use the lighting like this as if your map has a True night time. Blending a rich dark night time into a bright day looks pretty nice.
This has more to do with the lighing engine in game then anything. It can really help to make an impression
Light sources can be alot of fun to play with. As well as learning how to set the map lighting in general.
Though I have no idea what they mean by WC3 DNC Colouration.
I supose you use Site Operations to add lightsources to models .. like flashlights?
If you want to make a horror-map with untis hidden in shadows, you have to turn HP bars off. Since they are UI they will be seen in shadows. I have HP bars displayed by default .. and I know a lot of people has. And hovering the mouse cursor over a unit would display HP bars anyways .. so there must be a way to turn them off?
Alot of the UI stuff for the unit is controlled by the units actor. As far as i can tell, you have the abiltiy to disable all the ui components of a unit.
@SouLCarveRR: Go
Warcraft 3 did not have a lightning editor. In fact, there was only one way to change color of the environment (other then fog), which was day night color. This was a model which gave the game a very strained environment color. This usually looked ugly - since everything was tinted that particular color, including the doodads. However, if you do call setdaynightmodels(... , ... ) [not sure about code grammar, haven't coded in wc3 for a while], then the environment will be blacked out, similar to the effect i created.
Btw: Will be releasing a new tutorial sometime today or tommorow!
@obliviron: Go
Well I think if your writing a tutorial I think you should Call it "How To SC2 Lighting Editor". The WC3 stuff is just confusing, mainly because there was no lighting editor in wc3.
The "effect you created" is just that you turned down the lighting from the Maps Generic light source so that the only light sources that are visible are the light sources that belong to actors /units/ and what not.
I personally would like to see a tutorial that covers all the settings in the lighting editor, but yeah theres like 50 million different settings in there.
I managed to make a full day/night cycle on my map(From supper dark like your to supper bright at day, as well as making the light emiters on units glow brighter at night =) ). Took me awhile to learn the lighting enough to do that, but theres a ton of other options in there that I have yet to touch.
I will be making a lighting guide, since its late and i have a ton of homework, it's probably going to be finished tomorrow, and it's full of screenshots.
Edit: The effect is more complicated then that, because if you just turn down the lighting, omni-lights will go down with it. Hence the tutorial.
Eh... everything looks film noir? No color except blood and particles etc. And very very harsh contrast like straight black and straight white...
@crutex: Go
Contrast should look good if you put up some omnilights. What units or doodads have those effects? I will take a look and see if i can fix it.
I tried this out and I pretty much just got a greytone environment. Also for the last step, Terrain Specular Exponent's lowest value is 1 not 0. I've double check my changes and they all correspond to the ones you recommended. What might I be doing wrong?
This is cool I might use it in my RPG... only thing to worry about is on low and medium graphics they can't see omni lights...
Greytone environment...? Is colorization set to 1.0? I discovered in following this (very helpful :D ) tutorial that Colorize is supersaturated at 0.0 and monochrome at 1.0