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Re: Untitled Game [Re: Blade280891] #188819
03/18/08 18:03
03/18/08 18:03
Joined: Nov 2005
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whats holding up that stairwell and walkway? i`d reccomend textureing as you go, it`s a lot easier than going back and doing it when the level is built as it`s to easy to miss something.


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Re: Untitled Game [Re: Blade280891] #188820
03/18/08 18:34
03/18/08 18:34
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Blade280891 Offline OP
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Blade280891  Offline OP
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Erm, at the moment there is nothing holding up the stairway


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Re: Untitled Game [Re: Blade280891] #188821
03/19/08 01:15
03/19/08 01:15
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
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Just down the road from Raven
You changed so much of the room, it's hard to see any of the lighting changes from the previous versions. The fixtures changed, the textures changed...

But I do see ambient light, and that's a good thing.

If you're going to use those type of lights, remember to put blocks with the fixture to create shadows on the ceiling. This is so you don't have just big circles of light on the ceiling.

Also, those lights don't project a cone like a spotlight. Pick a light range maybe similar or larger to the ones on the ceiling to use on the floor. the circles of light will overlap each other, and that adds realism because thats what happens in real life.

Remember... Follow the rules of the light source. Pick a proper light for the source, and for where it shines on. Repeat for every light fixture.

Don't try and guess where to put lights. let the LIGHTS decide where/how the lighting will happen!

Maybe start with a single light fixture in the middle of the ceiling. Get the lighting perfected on the ceiling and the floor. Then take the fixture, the lights and any shadow-making blocks and make them into a group.

An easy way to 'copy/paste' objects or groups is to select the object or group. Click and hold on the selected object... press and hold the SHIFT key, and move the selected object. This creates a duplicate

Place the fixtures where needed and the lighting will take care of itself AND look more realistic.

The realism of your room does have problems, and that, in my opinion, is due to lack of textures on your light fixtures. I can't tell they are lights that are 'on'. So visually, you dont have any lights that are lighting up the room.

You're improving for sure though!

Lights are the hardest thing to make look right. BUT they do a lot of work for you too and look great. I remember the first time i made a test room. Just a cube with default brick textures. The moment I put in a light or two.. i was super excited!
I was, like, This is EASY! And in some ways, it is easy. Fine tuning is a pain though. But remember, only YOU know how you want the light to look. If it's not 100% correct, only you know

And now that you know better the basics, you will learn that a lot of times you'll need even more lights, mostly ambient lights (unless you set the level's ambient in map properties). Sometimes you need 2-3 lights to make just one light look good, depending on the light you want.

But don't worry, you'll figure it out

I've always wanted to make a lighting tutorial, but don't have the time So I hope this helps!

-Jason


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Re: Untitled Game [Re: BlueBeast] #188822
03/19/08 02:34
03/19/08 02:34
Joined: Jan 2008
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Blade280891 Offline OP
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ok, thanks for all the advice when i post the next screen the room should be fully textured and lit, i will also post a screen of the actual lights from GS for people to see. I am also thinking of writing a tutorial on lighting, although i haven't perfected it, i belive i know enough to write a short tutorial on how to do it.
if i do write one i will post a link in the tutorials section.
can any one recomend what colour the light fitting should be.

Last edited by Blade28081991; 03/19/08 02:47.

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Re: UnderGround [Re: Blade280891] #188823
03/21/08 21:56
03/21/08 21:56
Joined: Jan 2008
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Blade280891 Offline OP
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Below is a link to my new design document it contains all the information about the game, it isn't complete. Please comment on it and tell me how to improve it and what i am missing.

Thanks
UnderGround Design Document

Last edited by checkbutton; 03/23/08 18:27.
Re: UnderGround [Re: Blade280891] #188824
03/23/08 18:21
03/23/08 18:21

A
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A



A section describing to the programmers ever object in the game and how it should behave is a good thing to have in a D-doc. Also a section on the players controls what keys do what and how the player is controled, is he able to jump, run, swim?. And if you have specail FX like lights that explode you should detail these in way that the programmers and artist can understand so they don't have to keep trying to realize what is in your mind. For example if you have a rocket launcher and when the rocket hits a object you want there to be 3 flames 2 force wakes and a flash of light then write is as descriptivly as possable. this tells the arts what type of models and sprites to use and the programmer how to make then act. A side from this detail the world, does it have rain in it ? gravity is it earth normal? does the sun always shine or is there a day and night cycle to the game. Detail every weapon in the game. what is its range and damage? does it have a ammo limit? do you have to press a button to reload it? on top of that good concept art is great and storyboards too. hook up with a any 2d artist this is a D-doc not a fine painting so you don't have to have the best art work in the world. have them do sketchs of the world in action and so key objects like weapons and charcters. Write a section on the menus which menu leads to the next and what buttons are on each menu. Give the readed some simple picture to show what it is you are describing. Make a menu flow chart as well.

Just a few Idea.
Malice

Re: UnderGround [Re: ] #188825
03/23/08 21:23
03/23/08 21:23
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Blade280891 Offline OP
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Yep i agree with everything you saide, as i mentioned it isn't complete but i will be updating the version on the internet soon.


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UnderGround Updated Screens [Re: Blade280891] #188826
03/27/08 22:44
03/27/08 22:44
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Blade280891 Offline OP
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Here are some updated screens. please comment. There is still some work to be done to the room but it is near completion.



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