deadman on 14/7/2005 at 20:29
Thanks. I'll wait for responses from others. It probably is wise to start a new thread, though (regardless of how hesitant I am at doing that), as not all the authors and soon-to-be-authors will probably see this post. I hope people approve of it, and as I said, it encourages them to showcase more areas/screens, apart from also being centralized.
deadman.
deadman on 15/7/2005 at 02:45
There actually isn't any detail whatsoever in the shadows :o... I found this out after opening it up in Photoshop and seeing if I could brighten things up (most screens are too dark on my monitor with my calibration, bah). I wonder if that's an issue with whatever image capturing software you used (or if you just used printscreen). Scary, I'm reminded of Thief 1 screenshots..
But keep it up!
deadman.
Gestalt on 15/7/2005 at 04:11
Just print screen. I'm going to decide on the ambient light when the entire map's finished so I can be sure that the areas meant to be very dark are appropriately so. The room looks a bit brighter in-game, since I didn't really brighten up the screenshot at all and it's on a bright background.
I might stick with the pitch black shadows, depending on how the rest of the building turns out. It's subterranean, so the lack of ambient light sort helps reinforce the feeling that you're deep below the earth.
It's kind of tricky to come up with lighting ideas for an ancient underground mansion, since I can't use any windows or electric lights, and the "strange" lights have to be used sparingly if I don't want the building to look wrong.
Renzatic on 15/7/2005 at 05:06
A room that's that well lit will probably have some ambient lighting, even if it is underground. Try and go for a gentle yellow glow, something slightly darker than your default lighting, and see how it looks.
Ziemanskye on 15/7/2005 at 10:15
As a vague suggestion, but maybe you can set ambient lighting on the zone properties? I know you can in Unreal, but not sure about Flesh.
And you can have windows, sort of, just have some broken/glassless ones if you can and have candles or oil lamps in the spaces.
If you want to be really funky, you could also try some luminous moss, and if the place is to be dark as a general rule, expand all of your lights' radii (and place more for 'bounces') to give the impression of the light travelling further without interferance.
Also, I think paticle effects are mostly additive textures, so you can use them even in complete darkness to give the air a dusty sparkly texture.
And if there are living human occupants (even better if they are only in part of it) - put small candles all over the place, they don't all have to be lit, and their function isn't so much to light as to give the darkness shape.
Sorry, just ranting now, but maybe you could use some of the ideas.
ProjectX on 15/7/2005 at 10:41
Quote Posted by Ziemanskye
Also, I think paticle effects are mostly additive textures, so you can use them even in complete darkness to give the air a dusty sparkly texture.
There are several different render styles for the sprite emitter's texture, under emitter-> emittername-> texture. Transparent seems to be the same as addition, except addition doesn't seem to brighten itself as much, darken is good for creating black smoke with a white texture, etc.
EDIT: Inn update, maybe it'll be a bit larger than I thought. Now it has a library, one "common room", a master bedroom for the innkeeper, a dining room and seven (7!) rooms for renting out.
After I've built that bit I'll do the second part of the level - breaking and entering.
Teh library (bottom floor not finished)
(
http://xs.to/xs.php?h=xs37&d=05285&f=thief3.JPG)
Inline Image:
http://xs37.xs.to/pics/05285/thief3.JPG.xs.jpg
bloodyzeppelins on 26/7/2005 at 05:15
Wow... seriously, wow. I go away for a few weeks and I come back to this. Amazing work. :thumb:
242 on 27/7/2005 at 00:06
I can't wait to play the mission rujuro are making since I first saw that wonderful concept art and how close to it were screenshots.