Author |
Message |
ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
|
Learning from Nobody, SG, Cozmo 2, Chinny, Facetown/Face and Hengsha etc I would say there are some points to consider about lighting big maps. 1. Try to avoid lights in very large open areas. Easier said than done. 2. Generally you will need some form of zone lighting. The trick is varying it and using lights at portals to blend/hide. 3. If your lighting budget is small because the map is so big, then be tactical and strategic, street corners, nice glows, non-zone lit areas with real shadows, firebarrels, radioactive barrels, there are many ways to break up the dullness of the zone lighting, hard to explain, but I found using the brushwork itself is most useful in polishing a zone-lit area, i.e. placing lights nearer the street corner or window frames or whatever to make shadows... and also having a few non-zone lit areas. Cozmo wrote:Blood stained surface textures might really make this area this area, will possibly pester you for them in future.
Just link me to the textures you want bloodstained or give me an idea of the types of texture you need, i.e. bathroom wall or office or house wall or etc. Maybe some people died and wrote messages in their blood as they were turning to zombies...
|
|
|
|
|
Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
|
Screenshot I took was unfortunate; map is actually quite dark, just not main streets, rooftops etc. Warehouse area behind this shot is barely lit at all. I've always used lots of dim low radius lights because the original Cozmo_RPG got ruined by a lighting bug. I think you're right about brightness though, so I'll dim things down, limit it to lightsources etc. Going to keep rooftops somewhat lit though, so the map looks okay when you're looking down from a higher roof etc. Also, it'll be very player vs player Romero zombies on their own aren't too much of a threat when you can just outrun them. However, they will be a threat if you're firing at or running from a player, or indoors with low ammo looking for food etc. You can work with other players, but this would require a lot of trust when everyone's starving, getting shot at and looking for food, all while avoiding zombie hordes. Anyway thanks for the help! There's no pressure on anyone to do anything, anyone's free to contribute whatever they're feeling at any time. Also Chin, if Milkshape's giving you trouble, I HIGHLY recommend Wings3D (freeware!). Try out this tutorial and see how it feels for you. http://www.wings3d.com/paulthepuzzles/aaBT1w.html It's ridiculously fast once you get the hang of it, to the point of being like doodling. And thanks Rollo, will do more interiors first, and think about where bloody textures / massacres should be. I'll probably end up doing some zonelighting, and zoning off interiors, alleyways etc. Chees played around with a lot of the lighting, will use his as a base.
|
|
|
|
|
|
|
Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
|
Definitely. At first I was thinking survivor NPCs that could trade stuff for lockpicks or medkits etc, but now I'm not so sure - I hate invincible NPCs, but players might just kill them on sight in the hope of gaining something. Trying to think of a way where killing them wouldn't net you their stuff. Locked container maybe?
Another possibility would be nutty survivor NPCs randomly spawning around the map, slinking from building to building. They'd attack on sight, with varying difficulty, ranging from a homeless guy with a knife to someone kitted out with assault shotgun, LAM etc. (Possibly their weapons could be a reward for taking them out?)
|
|
|
|
|
|
[FGS]Chees
Cherub/7H
Posts: 1192 Joined: 13 Nov 2011, 15:37 Location: UK Nationality:
|
|
|
|
|
|
atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
|
I'll create ya some decos, just get me a list. lol plus I can throw in a new Fire effect (for when things are on fire.) It looks SO much prettier. Prefabs are fun to do, I'll need a list of those also. email me the lists if ya want: brdane@gmail.com
|
|
|
|
|
Cozmo
Power/3D
Posts: 276 Joined: 08 Apr 2010, 22:00
|
That's amazing for less than a day of mapping. I think I procrastinate far too much.
Nice one on the TNM fire btw Atrey. I've realised invincible decoration can't be set on fire, even with bFlammable=True. bInvincible=True probably cancels out the entire function for taking damage. I'll have to implement flammable invincible furniture soon anyway, so I might borrow that off you in the near future and chuck that in while I'm at it.
|
|
|
|
|
atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
|
Alright sounds good... in the mean time do you need anything made?
|
|
|
|
|
|
atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
|
Its good to see that this is being made quickly.
|
|
|
|
|
|
|
atrey65789
Virtue/4E
Posts: 512 Joined: 21 Jan 2012, 15:27
|
Ill make the cheese model now.. and ill make it heal 5 points
|
|
|
|
|
|