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manual:subwaysim:map_construction:create_level [2025/12/12 12:14] dcsmanual:subwaysim:map_construction:create_level [2025/12/15 12:08] (current) dcs
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 ===== Adding Basic Lighting for Editing ===== ===== Adding Basic Lighting for Editing =====
  
-To work inside the editor, add temporary lighting:+To work comfortably inside the editor, SubwaySim 2 provides a dedicated **editor-only lighting setup**.   
 +Instead of manually placing individual lighting actors, we use a predefined Blueprint called **BP_Sky**.
  
-  * **SkyAtmosphere** +This Blueprint contains the complete temporary lighting setup required for editing maps inside Unreal Engine.
-  * **Directional Light** +
-  * **Skylight**+
  
-Add them via the green **Add ( + )** button.+To add editor lighting: 
 + 
 +  * Open the **Content Drawer** 
 +  * Navigate to the following path inside the **SubwaySim2_Modding** plugin: 
 + 
 +SubwaySim2_Modding / GameFramework / EditorTimeOnly 
 + 
 +  * Drag **BP_Sky** into your level
  
 {{:manual:subwaysim:map_construction:createlevel2.png?direct&1000|}} {{:manual:subwaysim:map_construction:createlevel2.png?direct&1000|}}
 +
 +Once placed, the Blueprint automatically provides:
 +  * Sky atmosphere
 +  * Sun / directional lighting
 +  * Ambient skylight
 +
 +This lighting setup allows you to properly see and edit your map while working in the editor.
  
 <WRAP center round info 800px centeralign> <WRAP center round info 800px centeralign>
-Because SubwaySim 2 uses its own Core lighting system, lighting placed in your modded map will appear *in additionto the game's lighting and will not react to in-game time.   +SubwaySim 2 uses its own internal Core lighting system at runtime.   
-For development purposes, you can still use temporary lighting in the editor.+For licensing reasonsthis system cannot be included in the Modding SDK. 
 + 
 +The **BP_Sky** Blueprint is therefore used only for editor work.   
 +When the map is loaded in the game, this Blueprint is automatically removed and replaced by the game's native lighting system.
 </WRAP> </WRAP>
  
-For more realistic preview lighting, enable **Real Time Capture** in the Skylight settings+You can use the settings inside **BP_Sky** to roughly preview different times of day while editing.   
- +These changes are only visual aids for development and do not affect the final in-game lighting.
-Adjust the **Directional Light** rotation (Y- and Z-axis) to simulate different times of day.+
  
 {{:manual:subwaysim:map_construction:createlevel3.png?nolink&300|}} {{:manual:subwaysim:map_construction:createlevel3.png?nolink&300|}}
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 ---- ----
  
-===== Disabling Editor Lighting Before Export ===== +===== Editor Lighting Behavior in Game =====
- +
-Before exporting your map to SubwaySim 2, these editor lights must be disabled so they do not appear in the game.+
  
-To do this:+No additional steps are required to disable editor lighting before exporting the map.
  
-  * Select **SkyAtmosphere****Directional Light**and **Skylight**. +Although BP_Sky is used as an editor lighting helperit must not remain active during gameplayas it would conflict with SubwaySim 2’s internal lighting system.
-  * In the Details panel, disable **Visible**.+
  
-This hides the lights in the game while keeping them available for further editing.   +For this reason, **BP_Sky destroys itself at runtime**: 
-When editing againsimply enable **Visible** to restore the lighting.+  * Inside the BP_Sky Blueprintthe **Event BeginPlay** triggers a **Destroy Actor** node. 
 +  * This ensures that BP_Sky exists only for editing inside Unreal Engine, but is removed immediately when the level starts running.
  
-{{:manual:subwaysim:map_construction:createlevel9.png?direct&700|}}+This ensures that: 
 +  * The editor lighting setup never remains active in the final game 
 +  * The in-game lighting system remains fully controlled by SubwaySim 2
  
 ---- ----
manual/subwaysim/map_construction/create_level.1765538053.txt.gz · Last modified: by dcs

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