Welcome back to Part Eight of our Dying Light Developers Tools tutorial. In this video we’ll show how to illuminate your map. To do this we need so called Envprobes that is static and pre-calculated lights that help you recreate the physics-based lighting in Dying Light To be more precise, Envprobes are probes that collect data from the environment and use them to generate lighting on other objects in the area. If a map doesn’t have any Envprobes, shaded areas will be completely dark since no lighting has been calculated for them. To demonstrate it better, let’s delete an Envprobe on our map and try to put it back. Open the ‘Assets‘ window and go to ‘object types’. Find the Envprobe and place it on the map. What you have to do now is to set the area in which the Envprobe will collect data and illuminate other objects. By default the Envprobe is colored, so it’s easier to place it and see its range. We will now adjust the Envprobe to a dark wall by scaling it in relation to its outline. For the Envprobe to take effect, first you need to generate it.

Go to the ‘Validate and Build’ menu, as shown here, choose ‘Generate Envprobes’, and click ‘Generate’. Now you can see that the shadow has been lit up. How thoroughly objects are illuminated on the map depends on the density of Envprobes. In other words, the more Envprobes are placed close together, the stronger lighting in a given area. It’s a good strategy to place a global Envprobe on the map right after you start your project. This way, you’ll get rid of all black shadows, without the need to scale it to the map outline manually. To place a global Envprobe, open the ‘Attributes’ window and under tab ‘Dyn Lights’ check the ‘global envprobe’ flag. Just remember that there’s no need for more than one global Envprobe on the map. Even if there were more of them, it would work just the same regardless of their location.

That’s all for this episode. Next time we’ll discuss dynamic lighting. Thank’s for watching!.

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