- Joined
- May 7, 2010
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- 9,278
Breathtaking vista AP 
Thanks, guys.Currently dealing with the lighting and The Black. This time I will try to make a directional omni light across the map that is very weak, giving that neat dark and blighted feeling, but not pitch black as it was before. I will try to combine black, gray and blue as the main colors for this area. Perhaps some candy blue light sources from palce to place. I will involve another color later on. Will post more once I will have a firm grip to the environment.
Not sure if that is what I did, but something similar. I simply gave a model a Directional omnilight which affect entire map immediately, works just like those DayNight models. So I disable DayNight models with the ("","") script and place the model with that omni light. Omnilight settings are set to nearly black with low intensity, making entire terrain lighted, but weakly, feels like big eclipse. May send screenshots soon.
EDIT1: Here it is, looks cool.
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jokes, will attach it once I am done
EDIT2: So here is the screenshot. I must say it does look more like an underworld now. And no, that's not snow, those flakes in the air are floating, animated, it doesn't fall. Also a decent ambience music adds to the cake.
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Haha, this one nailed it.a poorly lit
Haha, this one nailed it.
I know it looks not that good in a screenshot, but I do really like those flakes (floating little stars), because it add that neat feeling of 3D space while you move, also I felt like something is really needed, some thing to be added, this makes things looks better in my opinion, because of those flakes slowly bursting into existance, turning slightly blue from white and then back to white it fades away, it looks like snow in the screenshot, hehe. It just gives so badly needed animated environment effect. I was experimenting a lot with the colors, amount, intesity and so on, it may still change though, as on ground there are 50% of flakes and over alpha tile there is twice more.
Basically I try to experiment with different environments, because the atmosphere of the game must be constantly changing, I do not wish to get out all the best of the underworld at start, I would have it fade into it gradually.
I was thinking about this soul idea, it would be cool to have some inactive wandering souls, especially before Asphodel Meadows, because in Erebus souls becomes trapped without the guidance of Charon. But I wonder how to make it more natural, I do not wish to add Wander ability to a Locust unit, it would be cool if those souls would be just flying by.
As for the roof, there is some sense in that, because after all the underworld is located deep beneath the ground, but I would like to stick with a VERY high roof or no roof at all.
I don't think that falling dust and rubble is such a good idea, after all so far everything in your underworld is made of stone so one would assume that the ceiling is rocky as well
I could make some dirt and dust falling, but it must be occasional, like from time to time it is a random quake, some sound effects, screenshake, falling dust for a moment. But constant dripping would not make sense as well, it would look like it is all slowly collapsing.
Here is the terrain part, river Styx looks, this is basically the river texture, how it looks. Ingame it is a little bit darker. These underwater souls are animated, they flow slowly to one direction forever, looks kind of neat.
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Yes it is. I made this by using this water plate set to rather dark color, making it more transparent, then I placed a layer of white animated texture fog beneath it, on this layer I placed the same fog, but black one, there is less black fog than white. Then another layer is blueish cloud, it is even more scattered and two layers of different soul particle emitters across the surface, and so the upper layer is the water plate.
What I will also do, is imitate a boat flowing to another side with Charon rowing it. This will be something familiar with defense minigame, when the dead and souls will be literally jumping and emerging from the river Styx and attacking the living flesh. It will rise all sorts of problems for visual effects as I want to make the boat feel like it is moving, visually it will be a challenge to do I guess.
Well, first of all, Charon carries only souls that has come from the living world, also only when souls meets his demands of proper burial. But this time, it is not souls, it is the living beings who are crossing. So I guess it would be natural in this warcraftish environment for the dead to seek to rob them of life.
I dont want to be very mean but I can see that projects like these can be very much ruined because of bad triggerers.
Who is the triggerer of this map?
I dont want to be very mean but I can see that projects like these can be very much ruined because of bad triggerers.
Who is the triggerer of this map?
......Let's not race, race of creativity never ends well.![]()
I feel like the textures on the stones looks wrong. I am not sure if it's stretched or what, but it doesn't feel right. But then again, when speaking about terrain I am the last person to listen to.
Looks promising.