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hpl3:tools:maineditors:level_editor:level_settings_window [2012/11/02 12:41]
luis
hpl3:tools:maineditors:level_editor:level_settings_window [2012/11/23 12:57] (current)
luis [Directional light]
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 ==== Skybox settings ==== ==== Skybox settings ====
  
-{{LevelSettings_Skybox.jpg|}}+{{ :​hpl3:​tools:​maineditors:​level_editor:​window_levelsettings_skybox.png?​nolink&​300 ​|}}
  
   * **Active**: will enable or disable the skybox.   * **Active**: will enable or disable the skybox.
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 ==== Global Fog settings ==== ==== Global Fog settings ====
  
-{{LevelSettings_Fog.jpg|}}+{{ :​hpl3:​tools:​maineditors:​level_editor:​window_levelsettings_fog.png?​nolink&​300 ​|}}
  
   * **Active**: enables or disables the global fog.   * **Active**: enables or disables the global fog.
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 ==== Decals ==== ==== Decals ====
  
-{{LevelSettings_Decals.jpg|}}+{{ :​hpl3:​tools:​maineditors:​level_editor:​window_levelsettings_decals.png?​nolink&​300 ​|}}
  
   * **Global Max Triangles Per Decal**: this here will set how many triangles decal meshes will have unless individually tweaked.   * **Global Max Triangles Per Decal**: this here will set how many triangles decal meshes will have unless individually tweaked.
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 ==== Directional light ==== ==== Directional light ====
  
-{{LevelSettings_DirectionalLight.jpg|}}+{{ :​hpl3:​tools:​maineditors:​level_editor:​window_levelsettings_directionallight.png?​nolink&​300 ​|}}
  
   * **Active**: will toggle the directional light for the level.   * **Active**: will toggle the directional light for the level.
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     * **Get from camera**: copies the direction from the viewport camera.     * **Get from camera**: copies the direction from the viewport camera.
   * **Diffuse**:​ the diffuse color for the light.   * **Diffuse**:​ the diffuse color for the light.
-  * **Sky color**:  +  * **Sky color**: ​objects will reflect shades of this color on their upper side. 
-  * **Ground color**:+  * **Ground color**: ​objects will reflect shades of this color on their lower side.
   * **Brightness**:​ brightness for the light.   * **Brightness**:​ brightness for the light.
   * **Cast shadows**: if the light should cast shadows.   * **Cast shadows**: if the light should cast shadows.
-  * **Shadow map bias mul**: +  * **Shadow map bias mul**: ​tweak to move the shadow away from the light to remove shadow banding and artifacts. 
-  * **Shadow map slope scale bias mul**: +  * **Shadow map slope scale bias mul**: ​tweak to move triangles even further away from the light if the angle to the light is steep. 
-  * **Shadow caster distance**:​ +  * **Shadow caster distance**: ​sets how far our light source will be when it comes to casting shadows. Increase to remove artifacts caused by shadows. A too high of a number will make shadows start to disappear. 
-  * **Auto shadow slice settings**:+ 
 +==== Env Particles ==== 
 + 
 +The inputs in this tab control the parameters for the environment particles in the level.  
 + 
 +{{ :​hpl3:​tools:​maineditors:​level_editor:​window_levelsettings_EnvParticles.png?​nolink&​300 |}} 
 + 
 +  * **Active**: will toggle the environmental particles. 
 +  * **Color**: the particles will be tinted with this color. 
 +  * **Brightness**:​ how bright the above color will show. 
 +  * Rest of parameters are explained in depth [[hpl3:​engine:​rendering#​Environment Particles|here]]. 
 +==== PostEffects ==== 
 + 
 +{{ :​hpl3:​tools:​maineditors:​level_editor:​window_levelsettings_PostEffects.png?​nolink&​300 |}} 
 + 
 +=== ToneMapping === 
 +  * **MiddleGrey**:​ A real value that sets what should be considered the middle grey value. 
 +  * **Exposure**:​ The total light that is allowed through the camera, increasing this value makes the image brighter. In the range of -10 to +10. 
 +  * **WhitePoint**:​ A real value that sets which value that should be considered the brightest. 
 + 
 +=== ColorGrading === 
 +  * **Color Grading texture**: 3D dds texture file defining the color grading map.
hpl3/tools/maineditors/level_editor/level_settings_window.1351860072.txt.gz · Last modified: 2012/11/02 12:41 by luis