Chameleo and the Grappling Hook!!!
err. im not sure entirely what you mean about the lighting. A screenshot would help.
The usualy problem is mappers trying to make shadows look more realistic. I normally use projectors - however, you could try a couple of things just off the top of my head to make your shadows look less sharp.
The first would be to rely less on the sunlight actor, and use some light actors. Then, click an area of BSP texture (even the skybox will do), and go to properties. Under the "Pan/rot/scale" tab, there is a box with lightmap on it. By changing this from 32 to something like 4, you will receive blurry, less detailed shadows. Obviously, setting this to 128 gives ultra realistic shadows.
Contrary to some posts ive read, this does effect the static meshes aswell (generally they shadow less detailed anyway) so you may have to reach a compromise for the terrain vs the static meshes.
The second thing to do is possibly try making projectors to artificially create shadows. You can make these in something like photoshop, to your exact needs (i.e not sharp). You'd then need to turn off shadows from the light actors.
Besides that, id need to see a screenshot as im not sure exactly what is wrong. Erm, its also been a while since ive mapped so hopefully what ive said above is still correct....
The usualy problem is mappers trying to make shadows look more realistic. I normally use projectors - however, you could try a couple of things just off the top of my head to make your shadows look less sharp.
The first would be to rely less on the sunlight actor, and use some light actors. Then, click an area of BSP texture (even the skybox will do), and go to properties. Under the "Pan/rot/scale" tab, there is a box with lightmap on it. By changing this from 32 to something like 4, you will receive blurry, less detailed shadows. Obviously, setting this to 128 gives ultra realistic shadows.
Contrary to some posts ive read, this does effect the static meshes aswell (generally they shadow less detailed anyway) so you may have to reach a compromise for the terrain vs the static meshes.
The second thing to do is possibly try making projectors to artificially create shadows. You can make these in something like photoshop, to your exact needs (i.e not sharp). You'd then need to turn off shadows from the light actors.
Besides that, id need to see a screenshot as im not sure exactly what is wrong. Erm, its also been a while since ive mapped so hopefully what ive said above is still correct....
"All i know is my gut says maybe"
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Hey, it's vanlenontantomanica... or something...
long time no post...
to be precise, you last posted on Wed Sep 06, 2006 11:35 pm...
anyways, chameleo, this guy and larc are amazing mappers.
BTW: what about loq? Where did he disappear off to?
long time no post...
to be precise, you last posted on Wed Sep 06, 2006 11:35 pm...
anyways, chameleo, this guy and larc are amazing mappers.
BTW: what about loq? Where did he disappear off to?
<center><a href="http://home.att.net/~slugbutter/evil/" target="new"><img src="http://home.att.net/~slugbutter/evil/pureevil.jpg" border=0></a></center>
Great, thanks so far... I'll have some screen shots soon... with making a 2/D side scroller in a 3D environment we are contemplating using 3 distinct rendering areas to our map, foreground, midground and background. What we've started to come up with are to include 3 variations of each of our textures/meshes to correspond with each area. eg. brighter for the foreground, muted midground and a faded background. And if the shadows can look soft in those areas we should be good. I'll post soon...
![Image](http://student.vfs.com/~gd05dave/Cham1.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham2.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham3.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham4.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham5.jpg)
Ok, there is lots of place holder art and such (and crappy textures) as this is just a test bed... but we really want to go for a distinct look between the 3 layers of depth. Thanks everyone!
Dave
Alpha is set for Dec. 13/2006
![Image](http://student.vfs.com/~gd05dave/Cham1.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham2.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham3.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham4.jpg)
![Image](http://student.vfs.com/~gd05dave/Cham5.jpg)
Ok, there is lots of place holder art and such (and crappy textures) as this is just a test bed... but we really want to go for a distinct look between the 3 layers of depth. Thanks everyone!
Dave
Alpha is set for Dec. 13/2006
Game Design 05
Vancouver Film School
Vancouver Film School
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![Shocked 8O](./images/smilies/icon_eek.gif)
Ok, from a more analytical point of view, that's awesome work! You managed to change, like the entire game graphics into a more surreal universe and all... it really is amazing.
From a more personal point of view.... OMFG?! What happened to UT?! Why is there a frog? Where's my Flak Cannon? *Cries*
![Laughing :lol:](./images/smilies/icon_lol.gif)
<center><a href="http://home.att.net/~slugbutter/evil/" target="new"><img src="http://home.att.net/~slugbutter/evil/pureevil.jpg" border=0></a></center>
Hey thanks for the props... it's starting to come together... will look a lot better when we get some more of our environmental assets in-game. Oh, and by the way... that's not a frog, it's a chameleon!
He gets a little embarassed when people mistake him... but in all seriousness... let me know what you think about the metrics and such... is he too small for the screen? etc.
Cheers,
Dave
ps. on a funny note he sure can wield a flak cannon well... sometimes we type 'loaded' and see him spray some bullets just for fun... oh and that's the grapple coming out of his head!
![Embarassed :oops:](./images/smilies/icon_redface.gif)
He gets a little embarassed when people mistake him... but in all seriousness... let me know what you think about the metrics and such... is he too small for the screen? etc.
Cheers,
Dave
ps. on a funny note he sure can wield a flak cannon well... sometimes we type 'loaded' and see him spray some bullets just for fun... oh and that's the grapple coming out of his head!
Game Design 05
Vancouver Film School
Vancouver Film School
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- Location: Mumbai, India
Oops, my bad...Chameleo wrote:Hey thanks for the props... it's starting to come together... will look a lot better when we get some more of our environmental assets in-game. Oh, and by the way... that's not a frog, it's a chameleon!![]()
maybe I can't see him too well, but he could be a bit... longer, I guess...Chameleo wrote:He gets a little embarassed when people mistake him... but in all seriousness... let me know what you think about the metrics and such... is he too small for the screen? etc.
Cheers,
Dave
Alright! Flak Chameleon!Chameleo wrote:ps. on a funny note he sure can wield a flak cannon well... sometimes we type 'loaded' and see him spray some bullets just for fun... oh and that's the grapple coming out of his head!
<center><a href="http://home.att.net/~slugbutter/evil/" target="new"><img src="http://home.att.net/~slugbutter/evil/pureevil.jpg" border=0></a></center>
He's a jumping - tongue swinging chameleon with no abilitiy to change color so he uses disguises to hide himself!!!! That's a long pink tongue sticking out of his head. Not sure what the rattle thing is? Oh ya, that's his tail. All textures are temp/placeholder for now. Here is a bit of a movie that we quickly threw together...
http://bigbert.vfs.com/~gdprojects/kayo ... age_02.mov
Thanks guys...
We are looking over the size issue... currently he's close to 1/7th - 1/8th the screen size... we were going for 1/6th but we need to see the areas that he can swing to so we had to make him smaller. Maybe the movie will help with the shadow issue... I'll try and find some other cartoon sources to help explain.
http://bigbert.vfs.com/~gdprojects/kayo ... age_02.mov
Thanks guys...
We are looking over the size issue... currently he's close to 1/7th - 1/8th the screen size... we were going for 1/6th but we need to see the areas that he can swing to so we had to make him smaller. Maybe the movie will help with the shadow issue... I'll try and find some other cartoon sources to help explain.
Game Design 05
Vancouver Film School
Vancouver Film School
What did you think of the video???!!!
I'll post another one after we pass Alpha... (Dec 13) probably at the end of December or into the New Year.
Currently we are trying to get the tongue/grapple to locate and find specific points on the various objects that you can grab onto. Trying to make the functionality a little more friendly. Sort of like Spiderman!!!
Cheers,
Dave
I'll post another one after we pass Alpha... (Dec 13) probably at the end of December or into the New Year.
Currently we are trying to get the tongue/grapple to locate and find specific points on the various objects that you can grab onto. Trying to make the functionality a little more friendly. Sort of like Spiderman!!!
Cheers,
Dave
Game Design 05
Vancouver Film School
Vancouver Film School
I just noticed your post and loved the movie. Very nice work there. I did not see the shadow issue ![Sad :(](./images/smilies/icon_sad.gif)
Do you need any help with the grapple finding thigns or so far you able to get it to work the way you want it?
Very nice and fun looking game. I am hopping we can get access to it when its all done?![Smile :)](./images/smilies/icon_smile.gif)
Thanks again!
![Sad :(](./images/smilies/icon_sad.gif)
Do you need any help with the grapple finding thigns or so far you able to get it to work the way you want it?
Very nice and fun looking game. I am hopping we can get access to it when its all done?
![Smile :)](./images/smilies/icon_smile.gif)
Thanks again!
Jb
To fix the size issue, how about orienting the camera such that Chameleo is always at the opposite end of the direction he's facing. Like if he's facing to the right, he would be positioned to the right of the camera. He wouldn't be able to see things behind him, but it would be more realistic that way. You can change direction by moving the mouse cursor off screen (assuming there is a cursor, which wouldn't be a bad idea since you're shooting your tongue thing at stuff anyway).Chameleo wrote:He's a jumping - tongue swinging chameleon with no abilitiy to change color so he uses disguises to hide himself!!!! That's a long pink tongue sticking out of his head. Not sure what the rattle thing is? Oh ya, that's his tail. All textures are temp/placeholder for now. Here is a bit of a movie that we quickly threw together...
http://bigbert.vfs.com/~gdprojects/kayo ... age_02.mov
Thanks guys...
We are looking over the size issue... currently he's close to 1/7th - 1/8th the screen size... we were going for 1/6th but we need to see the areas that he can swing to so we had to make him smaller. Maybe the movie will help with the shadow issue... I'll try and find some other cartoon sources to help explain.
Also, LOL at armadillo gibbing.
hahah, we liked it too.
![Sad :-(](./images/smilies/icon_sad.gif)
The game is played with a game pad (360 at the moment) and is controlled much like Mario.
We are looking at the size issue and the camera orientation, as well as what the camera does while he's spinning around an object. It can get a little disorientating.
Today we got the tongue/grapple to 'lock' to an specific location (actor) that makes the swinging a lot more fun!
I'll post some new screenies soon... and of course you guys will get copies!
Actually, that's still some of Unreal left over... just a few things left over from Unreal. The game is going to be 'E' for everyone so we'll have to loose it.Also, LOL at armadillo gibbing.
![Sad :-(](./images/smilies/icon_sad.gif)
The game is played with a game pad (360 at the moment) and is controlled much like Mario.
We are looking at the size issue and the camera orientation, as well as what the camera does while he's spinning around an object. It can get a little disorientating.
Today we got the tongue/grapple to 'lock' to an specific location (actor) that makes the swinging a lot more fun!
I'll post some new screenies soon... and of course you guys will get copies!
Game Design 05
Vancouver Film School
Vancouver Film School
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us guys? like staff, or forums members?Chameleo wrote:I'll post some new screenies soon... and of course you guys will get copies!
just assuming you say forums members, W00T!
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