Difference between revisions of "Bethesda Tutorial Lights and FX"

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To set the lighting template in a cell, right-click on the cell name in the [[Cell View]] window and select "''Edit''", or go to '''World > Cells''' from the main menu and manually navigate to ''LokirsTomb''.  Click on the "Lighting" tab ''(Fig 8.4a)''. Here you can change the lighting template here to see what kind of effect it has on the scene in the render window.  
To set the lighting template in a cell, right-click on the cell name in the [[Cell View]] window and select "''Edit''", or go to '''World > Cells''' from the main menu and manually navigate to ''LokirsTomb''.  Click on the "Lighting" tab ''(Fig 8.4a)''. Here you can change the lighting template here to see what kind of effect it has on the scene in the render window.  


:{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
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|style="border-style: solid; border-width: 0"|[[Image:achtung.png]]
|style="border-style: solid; border-width: 0"|The section below details how to modify the lighting templates of individual rooms, but does not explain in detail how to create and modify RoomMarkers and Portals. If you are having a hard time viewing/creating RoomMarkers please visit this page for detailed instructions: http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals . This will be especially helpful to those working on their own plugin, instead of the LokirsTomb demo plugin
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Try experimenting; if we change the template to "'''MineTemplateClose'''" the cell will appear more foggy and dark.  The "'''AzurasStarTemplate'''" will make it brighter and more colorful. You can also uncheck any of the properties near the dropdown box here to set your own values.  Alternatively, setting the lighting template to '''NONE''' will allow you to manually set each value.  
Try experimenting; if we change the template to "'''MineTemplateClose'''" the cell will appear more foggy and dark.  The "'''AzurasStarTemplate'''" will make it brighter and more colorful. You can also uncheck any of the properties near the dropdown box here to set your own values.  Alternatively, setting the lighting template to '''NONE''' will allow you to manually set each value.  
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image:ImageSpaceDropdown.jpg|'''Fig 8.4b:''' The ImageSpace Dropdown
image:ImageSpaceDropdown.jpg|'''Fig 8.4b:''' The ImageSpace Dropdown
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:{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
|-
|style="border-style: solid; border-width: 0"|[[Image:achtung.png]]
|style="border-style: solid; border-width: 0"|The section below details how to modify the lighting templates of individual rooms, but does not explain in detail how to create and modify RoomMarkers and Portals. If you are having a hard time viewing/creating RoomMarkers please visit this page for detailed instructions: http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals . This will be especially helpful to those working on their own plugin, instead of the LokirsTomb demo plugin
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*Setting the lighting template in the cell window will apply that change to the entire cell, but we can also change the template on a room by room basis. Bring up the "Show/Hide" menu and click "Portals and Rooms" to make room markers visible in the render window. Select the room whose template you want to change and bring up the batch action window. Select the "Set lighting template" action and you can then change the lighting template of the room by choosing a new template in the "Lighting Template" dropdown. The main reason we change the template  is to reflect the size of a room and how far the player can see. In a small area like the first room of Lokir's Tomb it is better to use a template such as '''"BleakFallsBarrowClose"'''. If we were to use the '''"BleakFallsBarrowFar"''' template things would appear much flatter and have less contrast. '''"Fig.8.5e"''' '''"Fig. 8.5f"''' If we use the close template in the large final room of Lokir's Tomb, the fog prevent the player from seeing across the room and flatten everything out. In a room like this it would be better to use '''"BleakFallsBarrowMedium"'''. If you have a very large room, choose '''"BleakFallsBarrowFar"'''. Use your discretion on which template you should use for each room.
*Setting the lighting template in the cell window will apply that change to the entire cell, but we can also change the template on a room by room basis. Bring up the "Show/Hide" menu and click "Portals and Rooms" to make room markers visible in the render window. Select the room whose template you want to change and bring up the batch action window. Select the "Set lighting template" action and you can then change the lighting template of the room by choosing a new template in the "Lighting Template" dropdown. The main reason we change the template  is to reflect the size of a room and how far the player can see. In a small area like the first room of Lokir's Tomb it is better to use a template such as '''"BleakFallsBarrowClose"'''. If we were to use the '''"BleakFallsBarrowFar"''' template things would appear much flatter and have less contrast. '''"Fig.8.5e"''' '''"Fig. 8.5f"''' If we use the close template in the large final room of Lokir's Tomb, the fog prevent the player from seeing across the room and flatten everything out. In a room like this it would be better to use '''"BleakFallsBarrowMedium"'''. If you have a very large room, choose '''"BleakFallsBarrowFar"'''. Use your discretion on which template you should use for each room.
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