is there a reason, UnShame..
that you're not letting me download this map?
= )
postscript, love the video!
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Budboy repliedOriginally posted by UnShame View Postso i experimented with the lighting a little bit in one room and i think it looks better now
[shot]http://iceimg.com/i/b5/9a/5a9b1e7001.jpg[/shot][shot]http://iceimg.com/i/34/fc/39e49860ef.jpg[/shot]
(now/before)
what do you think?
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UnShame repliedso i experimented with the lighting a little bit in one room and i think it looks better now
[shot]http://iceimg.com/i/b5/9a/5a9b1e7001.jpg[/shot][shot]http://iceimg.com/i/34/fc/39e49860ef.jpg[/shot]
(now/before)
what do you think?
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Baryonyx repliedOriginally posted by UnShame View Postareas around the windows are actually lit automatically with the sunlight actor in the skybox
I meant that you reproduce the same light-difference under the lamps. IF they are meant to be switched on.
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UnShame repliedpreferably with a similar intensity to the window areas.
i'll try lowering the ambient brightness and adding a bunch of small lights to simulate realistic lighting like eliot said
also i'm probably going to release two versions of the map: one with realistic scale and assault style gameplay with attackers and defenders and another upscaled for trials
bad thing about ut2004's movement system is that it makes everything look small because you're moving so fast...
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Baryonyx repliedThe map looks gorgeous indeed already.
Eliot might be right that the lighting could be improved, although I think the general feel is okay for a bright sunny day. (seeing that the areas around the windows are lighter than the rest)
But if those lamps are thought to be switched on, I recommend trying to make the area under them lighter too, preferably with a similar intensity to the window areas. That should make it look better.
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Budboy repliedI automatically like this map because I like modern interior maps, SPECIALLY modern interior maps that have nice detail in them
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Eliot repliedOriginally posted by UnShame View Postthanks!
where exactly are they?
i can only find a few tutorials for unreal engine 3 and one basic tutorial for ue2...
Anyway what I mean is that the rooms look almost unlit, I know they aren't but the problem is that there's either too much Ambient Lighting from your ZoneInfo or that your lights have a too high radius. The idea is to remove every light and only have one infront of ever single light mesh and then have a realistic radius and balanced brightness, the end result would be a much better looking room as the eyes see it as something more realistic and thus less unlit, also adds some nice shades and shadowsBut hey this isn't necessary, many maps do this wrong or even games. In case that you did the above already, well then I guess the settings aren't balanced well for me to notice.
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UnShame repliedthanks!
Have a look at Hourence's lighting tutorials if you care enough
i can only find a few tutorials for unreal engine 3 and one basic tutorial for ue2...
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Eliot repliedThose last pictures look amazing! Well lighting could be better(Have a look at Hourence's lighting tutorials if you care enough)
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UnShame repliedmore interiors
[shot]http://iceimg.com/i/34/fc/39e49860ef.jpg[/shot][shot]http://iceimg.com/i/15/a7/1ca2df3c92.jpg[/shot]
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UnShame repliedthe meshes are actually remade by meowcat
the level itself as far as the layout goes is made from scratch
I see a lot of the meshes and textures from my pack, what did you end up having to export from ME? Were there any other models that you would need that will be used a lot?
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