Ditch the global and do it with individual points and spots to have more control over the look. As right now, it looks like fullbright.
[UT3] - DM Fort (working name)
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I just went right click select all lights and delete. I spent a good while running though shipped Unreal maps and picked up on a lot of points that my lights where missing.
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Right some new screen shots. I went though and removed all the lights and started again, I have went for a different sky this time and am no longer using a global light. I need to tweak some levels but let me know what you think.
Thanks
Mat
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waht is your general lightmap resolution?
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32.
I am testing some high ones out at the moment now that you have brought that into my head.
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yeah you might consider dropping some surfaces down as low as 4-8 to get more defined shadows. Some things like the lantern appear to be casting no shadow but it could just be because the luxels are so large. 32 in unreal tends to look too vague IMO
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I droped it down to 8 and its all showing up very nice indeed now.
Thanks.
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To me it looks there are no shadows whatsoever.

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Just two quick shots just to show how the shadows are showing up.
[Blocked Image: http://img26.imageshack.us/img26/4116/beta2screen12.jpg]
[Blocked Image: http://img12.imageshack.us/img12/6073/beta2screen13.jpg]
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The big problem is that it's too bright. No real contrast or shadow is in the map. Darken it down and bring some contrast.
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Update:
Going to call it a day on this one, Dont think Its worth posting a final version. Thanks to everyone who offered feedback it was a big help as always.
Mat
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Thanks dux.

I spent more time working on lights and adding some more details. I made mastakes early on that have limited this map if you will in areas. But i think I will wrap it up soon is and get on to the next one.
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