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Re: lava cave
[Re: broozar]
#92706
10/05/06 18:32
10/05/06 18:32
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Joined: Jan 2006
Posts: 968
EpsiloN
User
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User
Joined: Jan 2006
Posts: 968
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And , I just noticed (it will look better if fixed) you could move up a little the starting point of the particles for the fire of the candles. PS.: I think Grimber ment that you could lower the sprites above the lava , and that should give it more glow effect. (I played SilkRoad 3 months ago and noticed that there is glow on every object in the game (even bluring the sky with the mountains) to give the game softer look , dunno how it is done but looks great  )
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Re: lava cave
[Re: broozar]
#92709
10/05/06 19:47
10/05/06 19:47
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Joined: Jan 2006
Posts: 968
EpsiloN
User
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User
Joined: Jan 2006
Posts: 968
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Quote:
but i liked the idea of floating candles, so i have to compromise somewhere...
Maby , put 3 chains from the ceiling and a ring at the end and arrange 5-6 candles per ring dunno the word for that item , my dictionary translates it to "chandelier, lustre, pendant"...
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Re: lava cave
[Re: broozar]
#92710
10/05/06 22:18
10/05/06 22:18
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Joined: Sep 2003
Posts: 4,959 US
Grimber
Expert
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Expert
Joined: Sep 2003
Posts: 4,959
US
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Quote:
i already reduced the glow tgas to the half, now it looks much more like smoke (what it actually should look like) and not like a glow.
@grimber: your suggestion sounds interesting, but i have no clue what you meant, sorry, can you give an example/ a small how-to?
Sorry I don't have pics right now to show examples
well, along the edge of where the lava meets rock you may want to create an entity, or path or something where you can create more glow sprites/effect() to intensiofy the glow just along the edges ( sort of like the edge of the lava is super heating the rock making it glow brighter than the lava)
path waypoints can be used as end points of a vector for generateing an effect or a line direction for ent_creating your lava glow sprites. or an path shaped model that using its vertices as ent_create/effect() points
the enviroment is allot of subtle shades and transitions. so your glows/smoke was sort of overdriving in compairson to the rest. should be more subtle on large area and more intenst on few specific consitrated points
the fog: view fog should be gradual. good distances between start and end. Level geometry you can set the visible surfaces to fog themselves by setting the textures albedo value to one of the fog colros your using. (i,e, say I set fog 3 under WED properties (or d3d_fogcolor) then on a wall in a level I apply a texture where I set the textures albedo value to 03). that surface will now fog at that color fog based on your fog ranges. great way to get surfaces to react based on distance, especialy when you use one fog color on the view and diffrent colors on the surfaces. ( divide a surface to smaller layered blocks and set your fog colors as shades/transisions of a color/shade. then set the block layers incremeted in fog colors. creates a gradient fogged surfaces)
remember there are 5 FIVE fog colors but you can set only 4, the last is defualt black fog so don;t make a black fog in fog 1-4
adjust view.fog (camera.fog) to effect how much fog effects geometry shadows
models naturaly fog unless you set the nofog flag on them they fog based on clip range and fog range. is supposedly a shader in the template_6 that supposedly effects entity fogging but I don;t understand shaders enough to figure it out or know how to use them.... I don;t even have a working fx to test them on models ( assigned through MED)
BUT... you can set up your level static entities with materials that keep their own reactons to light low ( albedo/ambient/ more difuse ( make en entity a bit more foggy looking) then take advantage of how a dynamic casting light ( especialy from the FPS point of view) can light a dull lookign entity up with the specular material threshold as the light moves in range of the entity
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Re: lava cave
[Re: Grimber]
#92711
10/06/06 10:06
10/06/06 10:06
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Joined: Jun 2005
Posts: 4,875
broozar
OP
Expert
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OP
Expert
Joined: Jun 2005
Posts: 4,875
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step #1: glow reduction  i adjusted the material of the arcs a bit, now you can see a texture structure. the mtex-terrainshader behaves very badly on lights, i get no specular effect, whatever i script as material. btw: why do "turbulence"-surfaces do not react on fog/ fog their own way, without using the ambiemt/albedo values i set in WED? todo: re-enable candles, play around with materials even more
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Re: lava cave
[Re: broozar]
#92714
10/06/06 10:59
10/06/06 10:59
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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The level looks really great i just don't see the interest of using multitexturing , it's not a big terrain ? or perhaps are yuo making some old effects like animated transparent water texture on top of another texture ?
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Re: lava cave
[Re: broozar]
#92715
10/06/06 11:46
10/06/06 11:46
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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Quote:
in wanted to keep you informed about my progress. tht's the original SeriousSam2 level/the inspiration:

this looks really great! very nice level and atmosphere
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