I have been searching for literally hours to try and find some information on how to crack controls for the 'baked' sunlight effect FPSC can now apply globally to a level's lightmaps. In the setup and buildgame.ini files, we see these parameters:
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
lightmapsunr=0
lightmapsung=0
lightmapsunb=0
Setting the sun's colour is fine but I'm having a real hard time understanding the co-ordinates system for this sun effect. I have a skybox in which the sun is setting and I want to mimic that light using this sun effect but I'm not making any progress. Here's what I've tried to far:
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
...which gives you sun directly overhead.
lightmapsunx=-1
lightmapsuny=-1
lightmapsunz=0
...which gives you sun coming at a 45-degree angle from the right side of the map.
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=-1
...which gives you sun coming at a 45-degree angle from the bottom (South, if you will) end of the map.
But when I try stuff like this (to get the light coming from South-East):
lightmapsunx=-0.5
lightmapsuny=-1
lightmapsunz=-0.5
...the .ini files overwrite back to their original values. What am I doing wrong here? Can we please get a definitive guide to this feature and how to use it?
Also, as a sidenote, I see FPSC now has lightrays...sort of. Except they default from the North end of the map. I understand you can use Pg Up and Pg Down to manipulate the position in test game but how do you then lock that position so it doesn't revert back to its default North next time around? Also, can you change the height of the point-of-origin of the light rays effect? Again, with the sun in my skybox being low in the sky, I want to mimic this with the light rays too.
AE