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Old 18th Jul 2009, 10:40 AM   #981
HedgeMaster
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Bloom sucks, so does grey fog.
First of all reduce contrast of trees so they don't look like aliens stranded in a wasteland. Actually adding more color to environment may help.
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Old 18th Jul 2009, 10:43 AM   #982
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Originally Posted by Kantham View Post
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Fap fap?

Edit: I'll be adding volumetric spheres around the poles to make them more believable.

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 10:45 AM.
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Old 18th Jul 2009, 02:55 PM   #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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Old 18th Jul 2009, 03:00 PM   #984
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Originally Posted by Cr4zyB4st4rd View Post
Still doesn't look right to me. More contrast!
There's more contrast in-game

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Originally Posted by Cr4zyB4st4rd View Post
Bloom sucks, so does grey fog.
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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Old 19th Jul 2009, 09:46 AM   #985
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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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Old 21st Jul 2009, 03:37 AM   #986
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Jumper

This is a map called Jumper i'm working on for fun

still a definite WIP ;D



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Old 21st Jul 2009, 12:16 PM   #987
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ewww purple lights ! D:< omg change it !
you set the sky light to purple ?
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Old 21st Jul 2009, 12:35 PM   #988
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Yea... That purple is pretty insane XD
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Old 21st Jul 2009, 03:18 PM   #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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Old 21st Jul 2009, 04:25 PM   #990
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Purple doesn't even make sense for a sun color.
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Old 21st Jul 2009, 05:06 PM   #991
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Purple doesn't even make sense for a sun color.
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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Old 21st Jul 2009, 05:18 PM   #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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Old 21st Jul 2009, 05:27 PM   #993
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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.
rofl, then don't download it
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Old 22nd Jul 2009, 11:06 AM   #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 06:03 AM.
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Old 22nd Jul 2009, 04:41 PM   #995
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It matgive 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.
yeah i will def need to mess with that
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Old 22nd Jul 2009, 05:12 PM   #996
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Old 22nd Jul 2009, 05:54 PM   #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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Old 22nd Jul 2009, 06:20 PM   #998
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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.
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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Old 23rd Jul 2009, 10:46 PM   #999
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But, it's it's. A wall floor! Yes.
Didn't even cross my mind it was a floor texture

otoh

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I've got nfi either
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Old 24th Jul 2009, 12:14 PM   #1000
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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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