Hello!
I'm a bit late to the party because I took a vacation from the interwebz.
I've been reading through B.A.G's tutorial just now and let me say thanks to take my game as an example for your lesson. I really appreciate it when my efforts on here are inspiring others. (Did you notice that the sreenshot you shared in your tut had some props not reacting to lighting as they where linked to the wrong shader or is that well concealed?)
Quote: " My wife, a well seasoned gamer, knows well the limits of what she calls a '10 year old graphics engine' when she sees it. She couldn't believe this came from Game Guru."
If she has 5 minutes, can you show her my w.i.p of acythian and point out everything that makes it seem dated or otherwise unappealing and then share it with me? I always appreciate that kind of input.
Now, there are some things that are odd to me and others I don't necessarily agree with.
I'm not too fond of reshade or any tacked on postprocessing. I never use it and I believe it only adds features that Game Guru
should have natively.
Quote: " Adding post processing and tuning it is part of that process."
Indeed!! However, proper design, texture work and of course lighting is most of the process. Just pointing out that postprocessing can enhance but never fix.
I think most players have to actively look for the difference in the example screenshots yet they'll likely spot that bright blue barrel being stuck in the metal floor right away. I know its just a demo scene...but I had to..say something.
Also note: Bright lights for light sources, dark lights for additional ambience. (this can backfire quite horribly so I can only recommend it to users who somewhat understand the baking process)
Now on to what rubs me against the wolfish fur: Lee is wrong.
Quote: "The response was nothing less than astonishing. Lee told me outright that the brightness of the static lights is DIRECTLY tied to the bloom slider."
It isnt. I've been using mid level bloom settings around 50 in most of my scenes. I've only started to go higher because I was going for a washed out, hazy retro'ish look with recent efforts.
Seeing this I loaded up a large, completely lit map of mine and started to play with the bloom slider. I got the results I have expected. Bloom is just that.
Bloom. While it adds a lot haze and shininess directly to light sources and bright surfaces it does not affect the lightmaps themselves. Observe attached screenshots:
Mid level bloom settings around 50 or lower.
Zero bloom
very high bloom setting
You see, what controls your brightness is the surface level slider. Its the most important part of baking. In this screenshot its switched off yet bloom is still active:
Just an additional example with high surface value and very low ambience settings.
Why these desks are suddenly glowing red is a recent bug I have yet to get to the bottom off... let me just say that its wildly annoying.
Its possible that I misunderstood Lee here, he'll likely know way more about 3d programming then I do. this is just my experience and what I could replicate.
Back to Bolt Action Gaming: I appreciate your efforts to be a beacon of education about game guru and how to use it because we dearly need it, if what they put on Steam Greenlight is any indication. Your tutorials are always to the point and well written without ever getting convoluted. Everything is immediately recreatable for the reader. I hope we'll get an improved lightmapping system...and I hope you'll be writing about it!
@gd:
Quote: "I would like to see some screenshots comparisons of lighting technics from the veterans here between FPS Creator Classic and Game Guru. How much has it changed?
"
I do some things differently but game guru and fpscreator use roughly the same system. Aside from having sliders and generally more control, there is barely any difference when you get right down to it. this is why my old lightmapping tutorials are still somewhat useable. I really appreciate your interest...but I also feel like opening a thread where I start comparing my old work to newer work would be too much like tooting my own horn.
Quote: "Also keep the articles coming... Maybe Wolf can make a you tube video or blog on how he made one of his map scene too. I how love to see how he tackled the lighting."
All there is to lighting technically is placing the sources, turning down ambience, ramping up surface level and hitting F3. But as Bolt Action has described it in his tutorial, the devil is in the detail and the aesthetic choices matter here. His tutorials are quite valuable in this regard.
I have, however written a tutorial on how I approach making an entire map. It includes placing the lights. The differences in GG are rather insignificant and I think that it translates one to one. Just note that I wrote this in 2011 so my english is less refined and I was a lot younger. (english is my 4th language by the way.)
Note that this map is in the style of a series of games that I have finished and released. There'll be an archive with download links available soon.
-Wolf