Light direction, color, and intensity are set in the .sky file.
Open the .sky file in Guerilla to edit these values.
To
make a new sky for each level, create one from scratch, or copy an
existing sky and modify its settings in Guerilla.
To edit the sky
1.
In Guerilla, open the .sky file (typically, in
tags\scenarios\skies).
2.
Edit the following sky properties for your
scenario.
Light Values
Four values control the overall lighting of your
level: ambient light, light direction, light color, and
power.
Ambient
Light: The minimum light value a surface is allowed to have
even if not exposed to direct light. Halo 2 for Windows Vista uses two
types of ambient light: outdoor and indoor.
·
Outdoor ambient is the minimum brightness of any location
exposed to the sky. This includes places that are in shadow but
from which the sky surface can still be seen. Darker values are
typically used for dramatic lighting conditions such as a sunset.
Light values are perfect for a sunny day where light would
naturally flood the scene.
·
Indoor ambient is the minimum brightness of any location
not exposed to the sky. This could be underground or far enough
inside a building so that no sky is visible. This will typically be
black or close to it.
Light
Direction: The direction of the sun. A compass direction and an
inclination can be specified.
Light
Color: The color of the light projected from the sun.
Light
Power: The intensity of the sun's light. Halo 2 for Windows Vista simulates
light bouncing, so light power controls brightness and how much
sunlight scatters around the scenario. Most levels assign a power
between 0.2 and 0.4.
Specifying
Ambient Light
Under Ambient Light, two sets of RGB values and a box showing the
current ambient light values are displayed. These values control
the color and intensity of indoor and outdoor ambient light. Click
the current value display box to adjust the light
values.
Adjust the color and brightness as appropriate for the scenario,
and then click OK.
Specifying
Light Direction
Light
direction depends on two settings: Yaw and Pitch. Change the
Direction setting under Lights.
Yaw is the compass direction from which the light
is projecting. 0 Projects light from the positive x direction (from the east in a
3ds Max top view).
Pitch controls the light's inclination. With the
setting at 0, the sun would be on the horizon. Set the pitch to 90
to place the sun directly overhead. Adjust to the proper time of
day for the scenario. Pitch also determines scenario shadowing.
Specifying Light
Color
Radiosity primarily affects objects open to the sky. Under
Radiosity, the current RGB values of the light are listed next to
Color along with a box that shows the current color. Click the box
to choose a new color or adjust the RGB values
manually.
For
daytime sky, a white or light orange color works well. For an
evening sky, try a pale blue.