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Dynamic Lighting for Exterior Maps

1441077528

Edited 1441077558
I have a map that is an encampment at night in the woods along a river. I would really love to use Dynamic Lighting to let the players only see the enemy soldier's camp fires and the lights they have themselves. I've used Dynamic Lighting for interior maps and maps that are partly interiors and partly exteriors before successfully but I'm really trying to wrap my head around doing a night exterior. I don't want to use the trees to block light of sight and make "rooms" as it just makes rather ugly black blobs all over the map. My thought was to just make the map one big room using the polygon line and then giving lighting to campfires and such but for some reason the character's can see the entire map. Any hints? 
Apparently I answered my own question. Key is indeed to make it one giant room and then set points of light. I had to go negative on the dim light to get it to work right.
You forgot to thank yourself, very rude...:^)
All seriousness aside, just do the tree trunks, and not all of them, gives you weird shadows blind spots... I also like to put a dim "moon" on the D.L layer and move it across the scene as time passes, There is an API that will move it for you, but as long as there is only one, it is easier to just move it. I have put the moon sliding along the bottom of a map with small random blobs of blocking walls on the D.L. to simulate clouds. The effect is quite dramatic, you can also layer sounds at different levels, very low talking, crickets, wind in the trees... Approach outdoor scenes like you are setting up a movie shot. For example:
Moving the moon is a very cool idea. I'll have to look into that. I did at one point block the trees for line of sight but I just don't like that effect outside. It's like these giant towers of darkness. I believe I found a pretty good solution with really dim lighting. Adding the moon will help add more of an effect along with adding some great sounds.