Pellape Posted October 28 Share Posted October 28 (edited) @JimboUKAlmost every cell is to dark for my taste in any Fallout game but I am also used to it as it makes sense for sure. But look around in your own living room, do you see any contrast there, or any corner that is not lit up or at your office or work place, well if you do not work in a coal mine that is? A home should have bright light if you ask me and it sure fits to be darker in dungeons or broken buildings, but not in a bunker and if we look at old films from WWII, from London Bunkers, as one example, they are very bright. but the light could also have been set up for the cameras, who knows? But of course, we all have different opinions about light but compare it to the light in the TV-series as they are brighter than most cells are in the Fallout series and I do like the light in Vault 101, but I like this one even better. If I make 3D art, the highlights and contrast is extremely important to make any picture to look realistic, well reflections and highlights are most important. I do peek around in my own living room right now and I do not see much highlights at all, nor reflections but my 3D art has much much more. I do have a dim purple light at my GF's kitchen, where I sit and play FNV, so I can see the keyboard... I play F3 at my own flat. Edited October 28 by Pellape Link to comment Share on other sites More sharing options...
Pellape Posted October 28 Share Posted October 28 (edited) I just made a post and tutorial about the tab quest objectives. In many cases, Youtube is better for finding good tutorials than Google is. What do you prefer? Videos or text tutorials? Search for both F3 and FNV, as those quest editors are exact the same. Well the GECK is the GECK. Edited October 28 by Pellape Link to comment Share on other sites More sharing options...
JimboUK Posted October 28 Share Posted October 28 @Pellape Our living room has eight very bright LED spotlights, I don't turn them up full because I'm fond of my eyesight but even when I do it's not lit like that, not that any of this is relevant, we can't compare real world lighting with the mess that is the lighting in this game. I make comics using the game and I've lost count of how many sets (for want of a better word) I've built, one of the hardest things to get right is the lighting, too high and it starts clipping, then there is the problem of the way characters skin reacts to light, my character looked like a ghost in that vault and that was with the Imaginator lowering the games brightness to avoid the issue elsewhere. This screenshot shows an example of clipping, look at the front of her towel, there's no texture, the values are beyond what the game can display and the detail is lost. This is an example of light on a character, her face is white and the detail is gone, the lighting isn't as bad in FO3/NV as it was in Oblivion but it's still pretty awful and needs to be kept under control. I've found the best way to light small to medium areas is with a number of soft lights, the ones with AMB in their ID rather than one or two really bright ones, there is a cost to it because light sources are performance heavy when mixed with NPCs, but that wouldn't be an issue in this vault. Link to comment Share on other sites More sharing options...
Pellape Posted October 28 Share Posted October 28 (edited) @JimboUKWell you are absolutely right about that it is very hard to control how objects reacts to light in a game. We did learn light setting from one of the best in Sweden there is in 3D, CGI and light, when I went to 3D school last year and he taught us stuff about how light is built up with all its components, stuff I did not had a clue about or anyone else in the class, still our teacher claimed we where the best class he ever had have in 20 years, but maybe he said so to all his classes. Mainly, do not use more than 3 light sources but when we do cars, 3 lights is not enough, not to get as many highlights that is required to make it look good or appealing, well it is almost impossible to get highlights in game as most stuff are soft. Cars however, it is impossible to make a car to really look good with 3 spots only. I think I used 7-8 different ones in my Volvo video, still, I could add more, to get more highlights and this is what our teacher also recommended, but for cars only, as making cars is among the hardest 3D stuff you can do, to make them look as good as possible. It is possible to completely have full control over light in Blender, like my Volvo but the 3D boss at Volvo did like it a lot (I live in Volvo town, so I met him in person and I did got an honest judgement from him, I am not to found over how Volvo do look these days, both ugly and nice at the same time in some ways, so hard to say) . The roof do not look realistic though but I might have used the wrong texture for the roof, as I did remake them, with more reflections but it looks like I did miss that roof. The video I made before that is in a living room, with 3 lights, less highlights, more normal looking but I maybe could work more on highlights, but the surface of the drill was soft, so are the bit that is sandblasted if I recall right, but the goal with that video was to make it move and to make the camera to move, not to set lighting but when I now look at it again, I do like the lighting, specially in the screenshot in the end of it. However, it is maybe 200 times faster to get good images from the game than it is from Blender. I did got one with extremely nice light from F4, when we arrived at the Isle. I love the highlights here, maybe the best screenshot I ever made in F4 and it makes my char to almost look real. Before I took it, I thought, damn, where is the Print-Screen button as this moment for a good screenshot will never pop up again. I do like your light settings here. Very good Screeny indeed. Well @JimboUKyou have to judge my light setting I made 4 years ago in Oblivion, maybe they are boring, as there are not much contrasts really as I tried to make it not to look to dark, but maybe more like real lighting? However, I learned a lot about light since then and maybe I would done it different if I remade it today? Maybe we should not hijack this thread... But maybe @MrPebbles1961will be able to use any of this info in some way? By the way, 1961? Only 3 years older than myself. Edited October 28 by Pellape Link to comment Share on other sites More sharing options...
Pellape Posted November 1 Share Posted November 1 (edited) @MrPebbles1961I took a look at the Weapons Display in Underground Hideout and this is how it works: The backside is a static. All weapons we see at the display are static with no collisions checked An invisible activator is set in front of the weapons, that the player activates, that opens the container outside the rooms All static weapons are set disabled as default When you add a weapon to the container, it gets enabled inside with a getitemcount check, so it is only enabled if that specific weapon is added to that specific container The script can be either at the activator or the container, or both or a quest script. I would have used a quest-script as such a script do not need to run every frame, 60 times per second, just ones every 1-5s All object or menu scripts, runs every frame, well hopefully 60 times per second. Sometimes 8 fps, as in my Oblivion display room until I did find out what was causing all lag. Now everything there is optimized. Edited November 1 by Pellape Link to comment Share on other sites More sharing options...
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