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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Trevor 007


Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest  |
Posted: Sun Oct 28, 2018 7:44 am Post subject: Lighting Tutorial for PerfectGold |
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At long last I am finally releasing a Lighting Tutorial that has been in the works for some time.
As the editor changes over time, the tutorial may need updating.
Quote: | Lighting Mode in PerfectGold
After importing a New Stage Background (hereafter “BGâ€) and testing it on consol, you may be rather disappointed to see how bland it turned out - details like stairs and corridors are hard to see because everything is the same colour of grey, and, while Textures will help distinguish walls, the BG will still feel “flatâ€.
You can fix this very quickly with PerfectGold’s Lighting Mode.
This tutorial will assume you can already import and play custom stages and only cover:
1 Switching to Lighting Mode 3
2 Basic Lighting - Instant Transformation 5
3 Environment Mapping 9
3.1 A Brief on Creating Environment Maps 10
3.1.1 Angular 10
3.1.2 LongLat 11
3.2 Applying Environment Maps 13
3.3 Flat Hack 15
4 Overview of Light Sources Dialog 16
4.1 Common Light Source properties 16
4.2 Ambient Lights 17
4.3 The Sun (infinite directional light) 18
4.4 Local/Point lights (Light bulbs) 19
4.5 Spot Lights 20
4.6 Area Lights 21
4.7 Directional Lights 22
4.8 Ambient Occlusion 23
4.9 Ambient Occlusion – Interior 24
4.10 Diffuse Inter-Reflection (Radiosity) 25
5 Normal Lighting 26
6 Shadows and Shadow Generation 30
7 Advanced Lighting - Squeezing the most out of your level 36
7.1 Ambient Occlusion 36
7.2 Diffuse Inter-Reflection 38
7.3 High Contrast and Burnout (Exposure) 42
8 Import/Export Lighting 44
8.1 Lighting File 44
8.2 Light Template 44
9 Related Modelling Tips 45
9.1 Fog – Specifically GeometryMode & RDP FOG 45
10 References & Definitions 46
PerfectGold (hereafter PG) has powerful lighting features that, if used correctly with geometry available to suite, can really turn heads.
The following images are examples of how critical lighting can be and show what could potentially* be done with PG.
* Potentially means disregarding optimisations to save triangle count and may contain manual fixing to counteract lighting engine limitations.
Non-Textured Uniform-Shaded House - Cant see any detail!
Textured Uniform-Shaded House - better but still pretty useless
Fully Shaded House - You can see every detail and the interior correctly
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Download here
Trev _________________
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Sun Oct 28, 2018 3:14 pm Post subject: |
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Fantastic tutorial! I am thrilled with how far the lighting system has come Sub really turned that into a passion project! _________________ No Mr. Bond, I expect you to be re-coded! |
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CrashOveride Secret Agent


Joined: 24 Oct 2016 Posts: 339
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Posted: Sun Oct 28, 2018 4:39 pm Post subject: |
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jesus christ that house looks amazing _________________ Playing old, low poly games since 2003 |
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