EA official tutorials:
Terrain editor
Leveleditor
Custom Mod Setup
Understanding Heightmaps
Build the Bunker - 3ds Max
Build the Bunker - Maya
Import the Bunker
Build the Car - Maya
Import the Car
Create new team - Maya
Create new team - 3ds Max
Create new kits - Maya and Max

Mapping - General
Setup FH2/bf2editor
FH2 mapping guide
FH2 mapping standards

Mapping - Texturing
Texture system in bf2
Terragen skies
Terragen texturing

Mapping - Heightmaps
World Machine
Geocontrol and bf2hmt

Mapping - Lightmapping
Simple lightmap setup

Mapping - Downloads
Sky settings bf2
Water settings bf2
Lowdetailtextures/settings bf2

3D modelling/texturing
Skinning the Daimler Dingo

Coding

Simple lightmap setup

by Lobo and Fenring

 

First we set the sun so that it matches your skybox, place the sun in center of camera and "Set Sun Direction To Camera".

The lightpresets are a fine start we select "Day" for this map.

Then select the lightsettings object mode, otherwise your shadows may appear to dark:

Settings should be changed to day now with 8 GILights:

Now save the ambient object lightsettings:

To avoid having our shadows to dark, we must activate GIFillItensity to a slightly higher value. The editor doesnt save this settings and you must run this commando every time you load up the editor with the intention of generating lightmaps.

Always render just a single object to test the lightmap settings, a full object lightmap process of an entire map can easely take two days even on newer computers! You must restart the editor after ligthmapping the object to see the changes.

Quite huge differences with small setting! Small tutorial but this should keep you out of lots of unneccesarry trouble.

 

Back to top