IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules ...


Pages: (3) 1 2 [3]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [Official] Radiosity Prelighting

 pre-lighting and radiosity setup
 
locO G  
Posted: Thursday, Jul 20 2006, 23:36
Quote Post


LocO by name... But keeping an even keel.
Group Icon
Group: Members
Joined: Oct 28, 2005

anarchist.gif

Member Award




QUOTE (illspirit @ Jul 20 2006, 21:53)
Sorry Cerb, didn't know that's what you meant. Putting both sides on embankments would be too much work, but, hopefully one side is good enough?

It looks good, a very interesting location. There are lots of different levels with which to work (a lot modellers dream).
It also looks good for for some crazy 'PCJ' stunts (off the hill, onto the track, handbrake and sideways off and down onto the road). Awesome!

With regards the track supports, when the 'northern islands' are finally released, individual modellers should have the choice of what best fits their lots. This is a good thing. For example...

Rural lots: embankments or, where clearance necessitates, viaducts.
Urban lots: Functional metal supports with some incorperated into the older existing buildings.
Sub-urban lots: Brick/re-inforced concrete arches.
...and, as I mentioned before in the train topic...
Water based track support locations: the opportunity to model tiny, man made inspection islands.

Also, with the 'northern island' lots being larger than illcom's, the opportunity for modellers to raise the ground level, in places, to meet the track is now a possibility, thereby doing away with any need for support.

On this subject, I was rather hoping that the train track would have crossed my illres_SE_10 lot closer to its centre for this very reason. Don't change it now!

Sorry for replying here (off topic), I just had to follow this post.

All I can say is, leave all options open and trust in the community.

This post has been edited by locO G on Thursday, Jul 20 2006, 23:39
PMMSNAOLYahoo
  Top
 

 
Jost_Vice  
Posted: Friday, Jul 21 2006, 06:52
Quote Post


realtime, not prerendered
Group Icon
Group: Members
Joined: Oct 30, 2005

es.gif

Member Award




I now can prelight biggrin.gif

user posted image

The process I do is: do a daylight system (with the neededs values)

then a IES sky and sun... with the illy' values.

I do it well? tounge.gif
Users WebsitePMMSNPlayStation Network
  Top
 

 
Cerbera  
Posted: Saturday, Jul 22 2006, 16:03
Quote Post


Ben "Cerbera" Millard
Group Icon
Group: Members
Joined: Jun 22, 2002

en.gif

Member Award




QUOTE (illspirit @ Jul 20 2006, 22:53)
Sorry Cerb, didn't know that's what you meant. Putting both sides on embankments would be too much work, but, hopefully one side is good enough?

user posted image
That embankment looks great, it's just like I imagined it. The smoothened curve is sexy, too. inlove.gif

It's a bit weird that the roof of the tunnel extends so far in front of the edge of the terrain, I'm guessing that detail isn't done yet? I think the tunnel should end in line with the terrain, sticking past it by only a small amount. Here's a modern example:
user posted image
(Source: Rochester South & Horsted: Councillors' Activities.)

I agree that embanking the whole illURB stretch would be a crazy amount of work, so we we can keep the legs.

On-topic: Seems that the radiosity settings are become finalised, which is very cool. Would authors whose lots have the railway overhead be able to prelight them without there being noticable changes between the sections of track lit by different people? Or, will there need to be occassional MI-wide re-prelighting done by one person to ensure consistant lighting of the railway, roads, etc?

This post has been edited by Cerbera on Saturday, Jul 22 2006, 16:16
Users WebsitePM
  Top
 

 
illspirit  
Posted: Saturday, Jul 22 2006, 21:38
Quote Post


lycanthroplasty
Group Icon
Group: Network Admins
Joined: May 1, 1976

gadsden.gif

Member Award




user posted image
Users WebsitePMXbox Live
  Top
 

 
Mark  
Posted: Sunday, Jul 23 2006, 00:18
Quote Post


Jesus hates you.
Group Icon
Group: Retired Staff
Joined: Aug 15, 2002

uk.gif

Member Award




Yum. Looking great! Gives so many possibilities to lot building too! smile.gif
PM
  Top
 

 
aad  
Posted: Sunday, Jul 23 2006, 07:56
Quote Post


3d artist
Group Icon
Group: Members
Joined: Mar 15, 2004

nl.gif

Member Award




@ Illspirit

that looks better then it was before with that cube ish like exit, entrance of the trail really nice.
Hope to see some trains moving allong the tracks within some weeks. tounge.gif
PMYahoo
  Top
 

 
DopestaR  
Posted: Monday, Aug 7 2006, 13:03
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Feb 6, 2006

nl.gif

XXXXX



euhm guys a small question blush.gif
I've prelighted myself for the first time tounge.gif
but dunno if its right or not
because the render looks much lighter then the perspective view in 3 ds max itself
so can you guys please tell me if i did it right smile.gif

user posted image
PMMSN
  Top
 

 
Jost_Vice  
Posted: Monday, Aug 14 2006, 13:23
Quote Post


realtime, not prerendered
Group Icon
Group: Members
Joined: Oct 30, 2005

es.gif

Member Award




For me is same, in perspective there isn't shadows, but in the render look a lot of sexy.

I try one myself ingame and I dont see a big change, only some polys more dark than others... gforce, please, show your shadows pics. (I'm waiting..)
Users WebsitePMMSNPlayStation Network
  Top
 

 
Alexg  
Posted: Wednesday, Aug 23 2006, 14:47
Quote Post


Square Civilian
Group Icon
Group: Members
Joined: Jul 6, 2005

it.gif

XXXXX



I have used the Illspirit's settings but ingame it isn't perfect!

This is the scene, can someone take a look here? (Max 8)

DOWNLOAD SCENE

This post has been edited by Alexg on Thursday, Aug 24 2006, 12:13
Users WebsitePMMSN
  Top
 

 
teun.steenbekkers  
Posted: Friday, Sep 15 2006, 06:27
Quote Post


Confused Clown
Group Icon
Group: Andolini Mafia Family
Joined: Feb 15, 2005

nl.gif

XXXXX



Sorry for the bump, but I wanted to ask a question related to prelighting.

This radiosity stuff, do I actually need to click 'Start' or just 'Assign Vertex Colors' with the 'Radiosity, Render Direct Illumination' setting with 'Shadows'?

I'm kinda confused. I'm helping Bobesz out with prelighting the entire VC map, so I plan to import the entire first island, do that, then the second, prelight, then the island with the film studio, prelight, then gold island, etc. Is this a good way to do it? I did it before, but the wrong way. So I wanna be sure this time, as it takes friggin' long to prelight these huge IPLs.
Users WebsitePM
  Top
 

 
nitzkit  
Posted: Monday, Sep 25 2006, 14:18
Quote Post


We're Out There
Group Icon
Group: Members
Joined: Jul 4, 2004

XXXXX



hopefully someone will answer this....

Can I just use Ill spirit's devkit to pre-light all the stuff of Los Santos when it's complete? Using the radiosity thing? right?

I'm currently putting the SA map in the VC engine, and I was wondering If I have to light the objects as I go or can I just do it in one big shot using this method you guys are talking about?
PM
  Top
 

 
AleXXX  
Posted: Tuesday, Sep 26 2006, 16:37
Quote Post


(-:-)
Group Icon
Group: Members
Joined: Apr 19, 2004

ru.gif

XXXXX



illcom_c2_r2 max r7 radiosity pre-light test:
user posted image
It's correct?
Users WebsitePM
  Top
 

 
aad  
Posted: Thursday, Aug 7 2008, 14:18
Quote Post


3d artist
Group Icon
Group: Members
Joined: Mar 15, 2004

nl.gif

Member Award




After trying a lot of settings this one really is close to the gta-sa standard and maybe even looking a litle bit better,

just for showing here's and example,

user posted image

to bad it takes a lot of memory and time to get a full lighted scene.
PMYahoo
  Top
 

 

0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)

0 Members:

Pages: (3) 1 2 [3] 

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG