Lighting in BIAed

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Lights

We start off with an introduction of the two light-specific settings in the options tab. These settings appear in every options window, wether you are looking at the settings of a light or a static mesh. Any actor other than a light will have all values set to 0, since these actors aren't meant to emit light.

a. Lightcolor : This sets exactly what it sais, the color of the light. Along with that, you can set the strength of the light.

   * LightBrightness - think of a light dimmer, a low value will set the light to a low intensity, a high value will set the light to a high intensity.
* LightHue - this is a tricky one; wikipedia explanation: http://en.wikipedia.org/wiki/Hue. Simply put, it changes the color of the light. It's like a disco light, the light inside stays the same color, but the actual color of the light changes by putting a colored screen in front of it.
* LightSaturation - simply put, when you put a colored picture's saturation to 0%, you get black and white, if you put it to 100%, you get pure Red, Green, Blue values (so basically an overcolored picture). Saturation helps if you want to make lights with a subtle color in it.

b. Lighting

   * bActorShadows - not used
* bCorona - if you look at the sun, due to its brightness, you'll not see a perfect ball of light, but there will be a soft edge of light around it. That's a corona
* bLensFlare - not used
* bSpecialLit - this setting works in two ways, if the light is set to SpecialLit, the static mesh you want to be affected by the light should be set to SpecialLit also. This way you can exclude static meshes from receiving light from a certain light.
* LightCone - with certain types of light such as a spotlight, the LightCone setting depicts how wide the range is of the targetted light area.

the following four options work together. Based on their settings the light will have properties regarding movement.

   * LightType - different shapes and movement types
   * LightEffect - adds an effect to the light, flickering, steady, ...
   * bLightPhase - sets the start of a cycle for light animation. Used with LightEffects and LightTypes.
   * bMovable - allows light to be movable when attached to a mover 

more detailed information on the options regarding LightType: http://wiki.beyondunreal.com/wiki/Actor_(UT)/Lighting and LightEffect: http://wiki.beyondunreal.com/wiki/Light_Effects

   * LightRadius - imagine a ball around the light you placed. Everything within this ball will be illuminated by the light. Default range: 64.0000
* VolumeBright - when in a FogZone, used to set how bright the fog around the light source is.
* VolumeFog - when in a FogZone, sets how thick the fog is around the light.
* VolumeRadius - when in a Fogzone, sets the distance in which the light casts fog.

Light and static objects

In the properties window of static objects you can also change some settings to determine what the object will look like when the light reflects on it. These settings are located under the AmbientColor and Lighting sections.

a. AmbientColor

   * AmbientAlpha - if it changes anything at all, it's hardly noticable. i just leave this at the default.
* AmbientBrightness - now this one is used for determining how bright the texture on your model will appear.
* AmbientGlow - based on the glow settings of your light this option gives you the opportunity to highlight this function extra on each static mesh. It basically lights up the texture even more.
* AmbientHue / AmbientSaturation - will add a filter to the texture, just like i explaned before.

b. Display

Under display there's another option regarding the glow function in BIA - ScaleGlow.

c. ZoneInfo options

Finally, under the properties of the ZoneInfo that you created for the terrainzone, you can adjust the AmbientBrightness and the AmbientGlow for every object in the level all at once. This is very easy and normally this will be the only lighting setting that you will need to adjust. If you make alot of custom objects you might need the individual lighting settings as described above, to make them blend in more with the rest of the level.


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