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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    71

    Default ons-severance rolling terrain lighting effect

    (rolling terrain lighting... lights that look like they are cast through the moving clouds, if you know the map then you know what i'm speaking of...not sure of the exact term for what this is)

    i see how it projects only onto terrain and not meshes & bsp, although there is no visible bsp in the level, from what i see.

    is this done in the ZoneInfo somehow?

    it looks beautiful and i'd like to know how it's done.

  2. #2
    Boomshot
    Join Date
    Apr 2001
    Posts
    2,184

    Default

    It's done by a large area projector, much like what was done in the RunTime
    "Mother, mother may I cry. Father will you
    teach me how to die the right way someday. I don't want a
    second chance to turn my stuttering reluctance into romance..."

  3. #3
    Prisoner 849
    Join Date
    Feb 2004
    Posts
    963

    Default

    Is it possible to make it with like... a dynamic sonlight and "cloud-meshes"... ?

  4. #4
    MSgt. Shooter Person
    Join Date
    Feb 2003
    Posts
    69

    Default

    I would like to put this effect in my current map. Are there any tutorials for making a cloud projector? Also, the person above said that it does not project onto bsp and meshes. Is there a way to make it project onto those things?

    Thanks

  5. #5
    Boomshot
    Join Date
    Apr 2001
    Posts
    2,184

    Default

    http://udn.epicgames.com/Content/Pro...ableOfContents

    For all you're projector info


    There are options to decide if a projector will progect on BSP, Terrain, Staicmeshes...
    "Mother, mother may I cry. Father will you
    teach me how to die the right way someday. I don't want a
    second chance to turn my stuttering reluctance into romance..."

  6. #6
    MSgt. Shooter Person
    Join Date
    Oct 2003
    Posts
    189

    Default

    I see what you're saying.

  7. #7
    MSgt. Shooter Person
    Join Date
    Feb 2003
    Posts
    69

    Default

    Ok, I have the projector working with a rolling cloud texture, but I have one problem. I am projecting it onto bsp, but I don't want it to project onto bsp surfaces that are covered by other bsp surfaces. For example, I don't want the cloud texture going over a floor that is indoors. Is there a way to block the projector from projecting onto those surfaces?

    Thanks

  8. #8
    MSgt. Shooter Person
    Join Date
    Feb 2003
    Posts
    69

    Big Grin

    I've been looking at more projector tutorials but they say nothing about overlapping bsp. I'm really stuck here.

  9. #9
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    106

    Default

    I've been looking for the projector sprite in Severence so I can figure out how they did it. Was it really via projector? And if so, which projector class?

  10. #10
    Prisoner 849
    Join Date
    Oct 2002
    Posts
    899

    Default

    yes its a projector

    which should have some material properties

  11. #11
    MSgt. Shooter Person
    Join Date
    Oct 2003
    Posts
    189

    Default

    bump.

    Anyone get this looking good yet? I want to implement this into my map but I'm now sure the best way. So far I've managed to use the projector from severence but it looks whack once I do a rebuild on it. It projects the acutal whites and blues of the clouds instead of just the shadows. I may rebuild it again and try it in game because it can look different.

  12. #12
    MSgt. Shooter Person
    Join Date
    Feb 2003
    Posts
    69

    Default

    The reason it projects the whites and blues is because it's projecting a texture. Also, every time you rebuild the level the projector gets built again, making it seem like it is intensifying. However, if you close your map and then open it up again the projector will be back to normal. It's just a little bug in the editor.

  13. #13
    MSgt. Shooter Person
    Join Date
    Oct 2003
    Posts
    189

    Default

    ohhh no way!

    Thanks.

    btw, bugs suck! I knew I should have testing it in game.

    [Edit:] I just tested it again, and it looks to blotchy and some parts are way too oversaturated. I may have to come up with some custom texture.
    Last edited by legacy-Whumpmaster; 04-06-2004 at 01:46 PM.


 

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