Main Menu

 

DukeED.com is part of the 3D Portal network

DukeED

Beginner Tutorial: Zone Basics

 

D. Other Zoning Purposes

 

Skyboxes and water are your two main reasons to know about zoning.  There are other purposes you can use zoning for though.

Speed

You can zone your maps into smaller sections for speed.  If you have a very large level, it would help the performance a lot, especially on slower systems, if you split your level into smaller zones.  Why this is, is that a lot of CPU time is wasted on Unreal calculating what it has to draw on screen, like what is in view.  If your level is divided into zones and you don't have some of those zones in view, then Unreal doesn't have to process all the stuff thats in them.  Unreal also has to process what actors are doing, where they are etc..   Things like 3d models, enemies, characters, etc. all take up CPU time, and when your level is zoned off, not everything will have to be processed if you aren't interectiing with those zones.

Properties like Lighting

Ambient Zone lighting can be very useful, to set the mood of an area, or to set a "minimum" base light amount.  Large outdoor areas are hard to light right, and in reality you probably would not have spots that are complete darkness, so an ambient light for the outdoor area would work nice.   In an indoor area however, you might not want any ambient light.  Don't quite get what I'm talking about?

To set the ambient lighting for a zone, add in a ZoneInfo (Classes, Info, ZoneInfo) - If you already have a WaterZone or SkyZoneInfo class in that zone, it will work, as it contains the properties for that zone.  Add the ZoneInfo to the zone you want to modify the properties of.  With the ZoneInfo placed, click on it, and go to its properties.  Under the ZoneLight section there should be three ambient light values.  This works the same way as a normal light, except its applied evenly to every surface in the zone.  AmbientBrightness is the brightness of the light, AmbientHue is the color, and AmbientSaturation is how pure the color is (see earlier tutorials for lighting basics).  You would probably never want to use an ambient light brightness of over 32, I've heard some people say 8, but they most obviously have a monitor brighter than mine, as 24 brightness seems about right for me for an outdoor nighttime area at the fullest brightness setting I can set Unreal to.  If that person thinks its too bright, they can turn their brightness down, as mine cannot go any higher (and a brightness of 8 is complete and utter darkness for me).

Heres the Deal:

ZoneInfo

Select ZoneInfo in the classes browser, Place one in your zone

Zone Lighting

xZoneInfo Properties -> ZoneLight, set the Ambient Lighting settings (3 of them) to give your zone a uniform ambient light

You could use ambient light for many things.   Like maybe a level with a sunset in the background that emits a golden tone over everything in your level.  Or inside a volcano with everything having a lava-reddish tone.  You can see in the shot above that I split off a zone (for demonstration purposes) and gave it a red tone, very bright (32), and very pure (0 saturation).

A bright ambiance combined with you adding faint lights might cause your lights to be drowned out by the ambience tho, so be careful

Other Things

There are other things you can do with zoning, and my friend Colin might do an advanced tutorial on that lately.

As for now, you know all the basic things you can do with zoning.  This tutorial is now complete.  You can download the tutorial map I made and look at it if you need any help figuring out how this works.

Download zones.zip (21KB) - Example map of Zone Basics tutorial

The next tutorial is one that is optional, but highly reccomended that you read.  Create your own texture sets for your levels.   It isn't very hard.

 

Onward to the Next Tutorial: Basic Texture Creation >

 

Return to the Beginners Tutorial Index

 

Copyright © 1998, 1999, 2000, 2001 by 3D Portal. All rights reserved.
Send questions and comments to
team@dukeed.com

If you were directed to a tutorial here from another site, be sure to visit our Main Page and tell us what you think.