• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Dark Places

Status
Not open for further replies.
Level 7
Joined
Mar 24, 2008
Messages
184
Hi,
In my map i have a place which is supposed to be a cavern (rest of the map is outside) and i wanted to make the cavern zone darker than the rest of the map, just i have no clue on how to do it...
Any suggestion on how to give that place a creepy flavor will be appreciated
 
Level 7
Joined
Jul 1, 2008
Messages
1,025
Its not ideal but for the caves on my map I'm using a unit shadow:
Make new unit, select shadow type:flyer, increase shadow size substantialy, give unit locust ability,set movement type to flyer,place with non existant model or set scale so model can't be seen, place over areas you wish to shade.
This has afew problems though: shadewon't be "visible" unless the dummy unit comes within sight range of your units, because shadows always rest on the lowest ground piont they look unrealistic over cliffs.

I'm working on a costum shade model which can be used as a doodad so these problems can be addressed, im working on other models atm but it won't take too long, if you want I can send it you when its ready.

You can also increase the feeling of "being inside" by having a weather effect like snow or rain outside and by using rays of light sparingly you can simulate holes in the cavern roof letting beams of sunlight filter through.

Of course they'res probably easier ways of achieving this effect but thats how I've done it in my map.
 
Level 34
Joined
Sep 6, 2006
Messages
8,873
You could also use a trigger which changes the fog for that player when they enter an area. Make the fog go black and thick when the unit walks into the cave.
 
Level 7
Joined
Mar 24, 2008
Messages
184
Using Dummy units didn't help much, my cavern is narrow and not straight so dummies have to stay on cliffs in some points and can't be seen (i've also tried making them owned by me but it didn't work, probably because they have no sight range)

I'm messing up with fog hoping to find a value that fits my likings, but i hoped there were other solutions (mainly due to the fact i have other units outside the cavern so it's a bit weird having a different fog outside while some units are inside the cavern)

there is no way to just locally set fog or something like that? I've tried some weather effects but i didn't like them much...
 
Level 34
Joined
Sep 6, 2006
Messages
8,873
Using Dummy units didn't help much, my cavern is narrow and not straight so dummies have to stay on cliffs in some points and can't be seen (i've also tried making them owned by me but it didn't work, probably because they have no sight range)

I'm messing up with fog hoping to find a value that fits my likings, but i hoped there were other solutions (mainly due to the fact i have other units outside the cavern so it's a bit weird having a different fog outside while some units are inside the cavern)

there is no way to just locally set fog or something like that? I've tried some weather effects but i didn't like them much...
No there isn't a way to have a local fog (lame I know).

Who don't the dummies work? Just give them the locust ability, and make it so you can walk through them.
 
Level 7
Joined
Mar 24, 2008
Messages
184
they had locust of course, and they worked somewhat, but as i said some were on the upper level of the terrain so they couldn't be seen (and they didn't make a great shadow afterall...)
What parameters do i have to change to make the shadow be centered under the unit instead that kilometers away? I'm sorry but i have the italian version of the game and most things were translated in a really lame way (at least in the editor) so sometimes i just don't understand what some parameters mean in the object editor...

Also, is there any way to make the change smoother with fog? actually it looks like someone is switching the light off when i enter the cavern, rather than my units are slowly entering a cavern (i know i'm pissing but i like things to work properly :cool: )

EDIT: I've solved by using a doodad with no model and fortress shadow, it can be seen from everywhere and does a nice effect
 
Last edited:
Status
Not open for further replies.
Top