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Creating a level: Difference between revisions

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====Vertex coloring====
====Vertex coloring====
Vertex colors can be edited manually in Blender by setting up following 3 things:
* Properties Panel > Data > Color Attributes
* 3D viewport (left top) > change work mode to Vertex Paint
* 3D viewport (right top) > change to Viewport Shading to Solid mode (under the dropdown menu you can choose "flat" to have full saturation)
{{divhide|Mod Tool}}
[http://web.archive.org/web/20170529111607/http://softimage.wiki.softimage.com/xsidocs/tex_vcolor_CreatingColoratVerticesCAVMaps.htm SoftImage documentation.] Observation: The sniper tower from level 19 Syndicate Mountain Compound can be isolated and re-imported as it is. It will appear quite dark.
[http://web.archive.org/web/20170529111607/http://softimage.wiki.softimage.com/xsidocs/tex_vcolor_CreatingColoratVerticesCAVMaps.htm SoftImage documentation.] Observation: The sniper tower from level 19 Syndicate Mountain Compound can be isolated and re-imported as it is. It will appear quite dark.


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So, how do we modify that data?
So, how do we modify that data?


=====Single object shading=====
'''Single object shading'''
 
If there's already a vertex color property, you can use Shift + W to activate the Paint Vertex Color Tool. With Control + W you can change the brush color. R + Hold Click + Move Mouse let you change the brush size. The more vertices (points) you have, the more detailed you can make the shadows/colors. But keep in mind that too many polygons can destroy collision, making characters fall through the ground.
If there's already a vertex color property, you can use Shift + W to activate the Paint Vertex Color Tool. With Control + W you can change the brush color. R + Hold Click + Move Mouse let you change the brush size. The more vertices (points) you have, the more detailed you can make the shadows/colors. But keep in mind that too many polygons can destroy collision, making characters fall through the ground.


If there's no vertex color property, the first usage of Shift + W will create that property. But you can also manually create it via Property > Color under Vertices Map.
If there's no vertex color property, the first usage of Shift + W will create that property. But you can also manually create it via Property > Color under Vertices Map.


=====Level-wide shading=====
'''Level-wide shading'''
 
[[Image:light_test_modtool.png|right|thumb]]
[[Image:light_test_modtool.png|right|thumb]]
[[Image:light_test_ingame.png|right|thumb]]
[[Image:light_test_ingame.png|right|thumb]]
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To get general shading/lighting you can set up light sources. "Infinite" lights are useful for global lighting, while "Light Box", "Point", "Neon" and "Spot" are more suitable as local light sources. They can be accessed via Primitives > Light.
To get general shading/lighting you can set up light sources. "Infinite" lights are useful for global lighting, while "Light Box", "Point", "Neon" and "Spot" are more suitable as local light sources. They can be accessed via Primitives > Light.


By default a Mod Tool scene has one Infinite light, but it doesn't shine in every direction so you might want to add more Infinite lights. Let's say one Infinite light for each direction (+X, -X, +Y, -Y, +Z, -Z) with an intensity of circa 0.25 (night) or 0.75 (day).
By default, a Mod Tool scene has one Infinite light, but it doesn't shine in every direction so you might want to add more Infinite lights. Let's say one Infinite light for each direction (+X, -X, +Y, -Y, +Z, -Z) with an intensity of circa 0.25 (night) or 0.75 (day).


The illumination of those lights can be integrated into the vertex color property. There's some information [http://oni.bungie.org/forum/viewtopic.php?pid=29089#p29089 on OCF here]; the quoted information is in triplicate, so don't get confused by that: at first it's detailed, then summarized, then as a checklist.
The illumination of those lights can be integrated into the vertex color property. There's some information [http://oni.bungie.org/forum/viewtopic.php?pid=29089#p29089 on OCF here]; the quoted information is in triplicate, so don't get confused by that: at first it's detailed, then summarized, then as a checklist.


Basically you can go with the checklist:
Basically, you can go with the checklist:


* Property > Color At Vertices Map
* Property > Color At Vertices Map
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* "Shaded" let you see the illumination only.
* "Shaded" let you see the illumination only.
* "Textured" let you see the textured object with illumination and vertex coloring.
* "Textured" let you see the textured object with illumination and vertex coloring.
{{divhide|end}}


=====env_shade=====
=====env_shade=====
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