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#981 | |
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#982 | |
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Registered User
Join Date: Oct. 30th, 2008
Posts: 14
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Remove the depth of field completely; Height fog : try setting the "start distance" to 10000 or 15000 and change the color to a more blueish tone. Brightness : 1.5 Density : 0.000015 Set Directional light intensity to 2 or 2.5. (color : yellow very desaturated) Sky light brightness to 0.5 (blueish color) (the lower the brightness the darker the shadows) Other then that its looking good, I would like to see the same screenshots with the editor view to see how you setup the lights
Last edited by choco; 18th Jul 2009 at 09:45 AM. |
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#983 |
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i agree. Giving the fog a slighty blueish tone will give it that touch of colour that you dont get from the textures.
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#984 |
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There's more contrast in-game
Er, it's kinda blue... Also, there's barely any bloom at all. Especially in-game But I'll try giving it more blue, yeah sure. You'd have to play it to feel it. The character lighting is just fine the way it is, gears of war never really was about super hardcore contrasts anyway. Their character lighting doesn't like it. The locust turn super bright like light bulbs, and COG has their back completely dark. Odd way to accept lights. So yeah, that's how I like it. Choco: That's pretty much how the fog is set up. I've brought up the fog closer to give the background a better appearance in my opinion. I already have a skylight for the sun, it's just that the contrast isn't really all that harsh, especially because of how I set up the lights already, anything higher would give the street lights a lower impact, I wanted that impact. I also already have a blue skylight to 0.something. ![]() Why remove the DOF entirely? It's barely there.
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Last edited by Kantham; 18th Jul 2009 at 02:01 PM. |
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#985 |
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Registered User
Join Date: Oct. 30th, 2008
Posts: 14
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hmm then the only solution is to tweak the scene color post processing effect.
check the "highlights" settings default value is "1" lower values gives brighter highlights . Higher values gives darker highlights. Then you got the mid tones it works the same way :P you might wanna check the desaturated too, because right now it looks too washed out. But I really think it the fog thats messing it up (the start distance)
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#986 |
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Jumper
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Last edited by MualamaAlien; 21st Jul 2009 at 02:30 PM. Reason: large screenshots=evil |
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#987 |
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Registered User
Join Date: Oct. 30th, 2008
Posts: 14
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ewww purple lights ! D:< omg change it !
you set the sky light to purple ? |
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#988 |
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Yea... That purple is pretty insane XD
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#989 |
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lol, i'm going to have a yellowish sun and a purpleish sun
except for the fact the editor crashes right off the bat when i open it >:O
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Last edited by MualamaAlien; 21st Jul 2009 at 02:31 PM. |
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#990 |
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Purple doesn't even make sense for a sun color.
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#991 |
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http://videos.howstuffworks.com/nasa...tars-video.htm
they do exist, we can't see them as purple, they instead show up as bluish since our eyes are not very sensitive to the purple spectrum, but why do we care again?
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#992 |
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Because an extension of realism is an essential part of any fictional expression! Only partially true, especially in a game titled Unreal
![]() If we can't see purple suns in our vision spectrum, then why would the sun be purple? My real concern is having purple and yellow lighting dominate the environment. It doesn't sound pleasant, or even pleasantly unpleasant.
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#993 | |
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#994 |
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It may give pretty interesting result if only you adjust the skybox, ehm, spacebox. View on the sunny Earth for sure does not match purple sun at all.
Last edited by HedgeMaster; 23rd Jul 2009 at 05:03 AM. |
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#995 |
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yeah i will def need to mess with that
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#997 |
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Nice. However the metal wall material pattern is indelibly in my mind as a floor texture, the pattern being for foot grip 'irl', so strikes me as weirdly odd on the walls.
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#998 |
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Registered User
Join Date: Apr. 11th, 2006
Posts: 697
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Yep. Much more realistic to go with a corrugated metal look there instead of diamond pattern. Also, you should probably give some depth to those support beams.
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#999 |
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#1000 |
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Registered User
Join Date: Apr. 30th, 2009
Posts: 76
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Wow, I'm glad there's other views in the editor to find parts of the map, otherwise it'd take hours trying to select something in that one^^^.
![]() This is just a quick screencap I took for someone. I've started 2 or 3 maps, but I kept ****ing up the BSP by pressing shortcuts that I use in other programs(ctrl+s, for example). So, I'm saving a lot in this map and trying not to press any keys. It's a remake of a Warsow map, Obey. It's simple, but really fun.
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Aspiring Environment Concept Artist studying for BFA in Game Development at SCAD-Savannah. DeviantART Dell Studio XPS 16: Vista Ultimate 64-bit, Intel Celeron 2 Duo 2.66GHz, 5GB DDR3, 320GB HD, ATI Mobility Radeon HD 512MB. Last edited by brian edge; 24th Jul 2009 at 11:16 AM. |
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