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Re: The Disenfranchised.. [Re: Orange Brat] #13736
01/18/04 11:09
01/18/04 11:09
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Orange Brat Offline OP

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Features update:

I've managed to nail some great dynamic lightning. It is totally randomized...each flash has it's own random intensity(RGB), range, and position...and the number of flashes can be anywhere between 1 and 10. I can change that, of course, but I'm happy with it. The pause between each series of flashes is also randomized, though kept between 8 and 15 seconds. The light affects all entities and level surfaces as expected. I haven't implemented any type of visual lightning bolts or anything like that, but I'll get around to it.

Footprints and dust plumes are in, though not perfect. Kind of tricky getting the particles to look right and placed in the right place.

Next up is dust particles and light shafts...curtain and other gravy after that.


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Re: The Disenfranchised.. [Re: Orange Brat] #13737
01/20/04 03:37
01/20/04 03:37
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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@OrangeBrat -you are doing a great job pushing the envelope with your cinematic lighting and camera ideas. If time allows can you post a small shot of an area with and without the 'fake radiosity' idea?


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Re: The Disenfranchised.. [Re: bupaje] #13738
01/20/04 04:59
01/20/04 04:59
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Orange Brat Offline OP

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Here's one..it's almost a perfect match with the one above...it uses only static light and tweaking of the ambient value of individual block faces:



Another factor that lightens it up is fog. The only thing that bugs me is the artifacting from both dynamic lights and from fog. I really hate it.

Here are two shots of my new dust...the first is simply the "patches" in place in front of each window...the 2nd is a test light shaft...it looks great in motion...that hard edge around the flare is not noticeable in motion:







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Re: The Disenfranchised.. [Re: Orange Brat] #13739
01/25/04 19:40
01/25/04 19:40
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Orange Brat Offline OP

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I've been experimenting with a different type of moving fog/dust. You can see it in the pic below...the lighting is correct as it moves(nice side effect from alpha fading). The fog in the dark area between the two brightly lit areas is much darker, though you can't tell from this angle.

The biggest problem is framerate, though since this won't be either a 1st or 3rd person chase cam, it shouldn't matter. Depending on the final angle, I'll adjust everything if needed.

The angle in the image is pretty close, as is, though it will be farther down and to the left. The model(which is in the view though in darkness), will cast a nice long shadow when stencils get implemented.




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Re: The Disenfranchised.. [Re: Orange Brat] #13740
01/26/04 03:03
01/26/04 03:03
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bupaje Offline
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@OrangeBrat -looks really fantastic. The mist in the doorway looks cool. This may not be applicable but did you see that 'clouds' article on Gamasutra? I wonder if some of those techniques might not be useful to create some nice for affects approaching and then surrounding the player.


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Re: The Disenfranchised.. [Re: bupaje] #13741
01/26/04 07:32
01/26/04 07:32
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Orange Brat Offline OP

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I skimmed over that article..it was interesting, though I would have to think about how to approach it.

I know that Josef's Tear has a fog system that supposedly interacts with the player. I'm not too concerned about that level of realism, but it would be something to see I'm sure.

I'm just trying to give a nice simulation of light beams coming through windows without resorting to sprite shafts. That works if you have a limited view of the window; otherwise it becomes obvious that a billboard is being used and will destroy the illusion.


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Re: The Disenfranchised.. [Re: Orange Brat] #13742
01/28/04 16:28
01/28/04 16:28
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This Deco style hallway is influenced by the one seen throughout the film Barton Fink. There's also a bit of exterior to go with this and in the end it will be a multi-story structure complete with a rooftop(which ties into my plotline).

It's still WIP..missing light fixtures and doorways. I also haven't nailed the contrast, yet, so it's a little gray at the moment...esp. in the immediate foreground. I'm dealing with over 60 lights, here alone, so it is simply trial and error. The darker sloped block on either side of the archways will be replaced by an ornate Deco sprite. Finally, there will be more variety in the floor and walls...it won't simply be a single tone all the way down:






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Re: The Disenfranchised.. [Re: Orange Brat] #13743
01/29/04 03:19
01/29/04 03:19
Joined: Aug 2002
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California, USA
bupaje Offline
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Very sharp looking shot. I think you made a good choice with black and white as the shots and lighting seem somehow more dramatic without color.


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Re: The Disenfranchised.. [Re: bupaje] #13744
01/29/04 07:15
01/29/04 07:15
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Orange Brat Offline OP

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I think that's 3 compliments without a thank you...so thanks for the kind words.

Black and white is a beautiful thing. It forces you to pay attention to what is right in front of you. There's no color to distract the eye, although, color is great when used correctly, too. Watch the movie Glengarry Glen Ross for some of the best color usage I've ever seen. Beautiful stuff. Find the Orson Welles classic The Third Man for equally beautiful B&W, shadows, camera angles, etc.

I actually updated the screen since the post...so that is why what I describe sort of contradicts what is presented. Still heavy WIP, though. For some reason, that angle reminds me of The Shining. I also haven't given it that abstract look from the other two areas, but I don't think I'll bother. I like it the way it is and the doorways(which are in the style) will be enough I think.

I think my main problem, in the end, is going to be models. I am just not "built" for it. I'm trying to learn, but I'm much more comfortable with level construction. This is why you see no models in any of my shots.


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Re: The Disenfranchised.. [Re: Orange Brat] #13745
01/30/04 14:03
01/30/04 14:03
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Orange Brat Offline OP

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Same hallway, just further along. The dark circle at the end of the corridor will be the home of a circular window:




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