Chameleo and the Grappling Hook!!!
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DM - HouseInTheMiddleOfAnInfiniteGreenField
Hmm...
Nice
Hmm...
Nice
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That's exactly some of the lighting issues I'm looking at. Thanks for the BSP info, I'll take a look at that. I've also started looking at using terrain for the base/ground of our level. At first I felt that a BSP would be fine for the groung since we aren't going 'into' it just along it. But the dynamic ability to create some variety in the background terrain might be well worth it. Any 'terrain' lighting suggestions?
Cheers,
Dave
oh, by the way... I took that evil test and I'm good... I hope we can still be forum buddies!!! I'll take it again after I finish making this E for everyone game... I think it's tainting my evilness!
Cheers,
Dave
oh, by the way... I took that evil test and I'm good... I hope we can still be forum buddies!!! I'll take it again after I finish making this E for everyone game... I think it's tainting my evilness!
Game Design 05
Vancouver Film School
Vancouver Film School
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Chameleo wrote:oh, by the way... I took that evil test and I'm good... I hope we can still be forum buddies!!! I'll take it again after I finish making this E for everyone game... I think it's tainting my evilness!
THE DARK SIDE IS MORE POWERFUL!!!
COME TO THE EVILNESS!!!
MWAHAHAHAHAHAHAHA!!!
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- Contact:
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lord_kungai, could you go take a sanity test for me? after reading that I'm questioning your sanity more than usual.lord_kungai wrote: THE DARK SIDE IS MORE POWERFUL!!!
COME TO THE EVILNESS!!!
MWAHAHAHAHAHAHAHA!!!
proxys rule cuz they r funny a proud mac user
Viva the Revalution
CLICK HERE! (I need 20+ clicks to win)
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All ur base r blong to us
CLICK HERE! (I need 20+ clicks to win)
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I took it. In France. While going on a boat ride.Romulus777 wrote:lord_kungai, could you go take a sanity test for me? after reading that I'm questioning your sanity more than usual.
It told me that I was in Seine...
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I hijacked this thread huh? I'll just PM you now.
proxys rule cuz they r funny a proud mac user
Viva the Revalution
CLICK HERE! (I need 20+ clicks to win)
Code: Select all
All ur base r blong to us
CLICK HERE! (I need 20+ clicks to win)
lord_kungai wrote:I took it. In France. While going on a boat ride.Romulus777 wrote:lord_kungai, could you go take a sanity test for me? after reading that I'm questioning your sanity more than usual.
It told me that I was in Seine...
High Council member of The Generals
hello! ive finally caught up again with this post!
a) jb, do not worry about forgetting me, im hardly here!
b) l'arch, - setting the BSP lightmap to under 4 is unneccessary. All this does is increase the map file size, and you honestly cannot tell the difference between anything under 4. Id set it to 4 at the lowest.
For terrain:
To get great shadows on terrain, have the editor calculate a lightmap using a sunlight actor. Then, locate the "terraininforaytrace" texture in the myLevel texture package.
This will be a black and grey lightmap texture (in a strange format like P8 i think). You can edit this in photoshop to your liking, as its often a bit rubbish in the editor as is.
Im pretty sure you can then re-apply this texture as the shadow and light for your terrain, albeit a more touched up version. This is the setting in the terrain actor of "terrain info>vertexlightmap". Its a similar technique to adding a lightmap texture to a static mesh, but on the terrain. Forgive me if this is a little vague, i havent done it for a good six months...
An advantage of this is, that if you dont want the sunlight actor aftereards, you can delete it and still have the shadows on the terrain (obviosuly the static meshes etc will be not be lit anymore).
This gives a very realistic and tailor made set of shadows and highlights for your terrain. You can make it cartoony quite easily, as its done in photoshop. You can even manually draw in shadows that arent created in the editor. I did this on one of the maps i didnt release, to create nice, rounded and detailed shadows.
There is another way where you generate the terrain in maya or 3dmax, and then use them to generate a lightmap, but its rather more complicated, and youd really need someone else with more experience than i to help with that.
If you are wanting to create "zones" of lighting, i'd suggest simply using numerous light actors. Using ambient lighting is rather hit and miss; it can often do really odd things to static meshes...and balancing different bands of light would be difficult if not impossible. By using light actors, you can create 3 lines of lights, so the background can easily be made to be darker, and less defined, with a mid zone and finally a nice bright front zone. You can then bung in a bunch of cool effects like lens flare or whatever you might want to add later (and these dont neccessarily need to even emit any brightness).
Hopefully i havent mis-understood what you were after in terms of lighting - id imagine you would want it to be nice and bright at the front of a 2d map (i.e, the bit closest to your monitor as such)?
Ive uploaded a small example map where i have done this. I havent edited the inforaytrace, but i have illustrated how it appears without a sunlight actor. check out the terrain info actor to see what ive done if you dont understand. Forgive me if you know how to do all this and it sounds patronising - i dont mean to!
http://www.chaoticdreams.org/ce/venalan ... ameleo.ut2
a) jb, do not worry about forgetting me, im hardly here!
b) l'arch, - setting the BSP lightmap to under 4 is unneccessary. All this does is increase the map file size, and you honestly cannot tell the difference between anything under 4. Id set it to 4 at the lowest.
For terrain:
To get great shadows on terrain, have the editor calculate a lightmap using a sunlight actor. Then, locate the "terraininforaytrace" texture in the myLevel texture package.
This will be a black and grey lightmap texture (in a strange format like P8 i think). You can edit this in photoshop to your liking, as its often a bit rubbish in the editor as is.
Im pretty sure you can then re-apply this texture as the shadow and light for your terrain, albeit a more touched up version. This is the setting in the terrain actor of "terrain info>vertexlightmap". Its a similar technique to adding a lightmap texture to a static mesh, but on the terrain. Forgive me if this is a little vague, i havent done it for a good six months...
An advantage of this is, that if you dont want the sunlight actor aftereards, you can delete it and still have the shadows on the terrain (obviosuly the static meshes etc will be not be lit anymore).
This gives a very realistic and tailor made set of shadows and highlights for your terrain. You can make it cartoony quite easily, as its done in photoshop. You can even manually draw in shadows that arent created in the editor. I did this on one of the maps i didnt release, to create nice, rounded and detailed shadows.
There is another way where you generate the terrain in maya or 3dmax, and then use them to generate a lightmap, but its rather more complicated, and youd really need someone else with more experience than i to help with that.
If you are wanting to create "zones" of lighting, i'd suggest simply using numerous light actors. Using ambient lighting is rather hit and miss; it can often do really odd things to static meshes...and balancing different bands of light would be difficult if not impossible. By using light actors, you can create 3 lines of lights, so the background can easily be made to be darker, and less defined, with a mid zone and finally a nice bright front zone. You can then bung in a bunch of cool effects like lens flare or whatever you might want to add later (and these dont neccessarily need to even emit any brightness).
Hopefully i havent mis-understood what you were after in terms of lighting - id imagine you would want it to be nice and bright at the front of a 2d map (i.e, the bit closest to your monitor as such)?
Ive uploaded a small example map where i have done this. I havent edited the inforaytrace, but i have illustrated how it appears without a sunlight actor. check out the terrain info actor to see what ive done if you dont understand. Forgive me if you know how to do all this and it sounds patronising - i dont mean to!
http://www.chaoticdreams.org/ce/venalan ... ameleo.ut2
"All i know is my gut says maybe"
Joe, are you working on a bendy grapple now or for the
future???
Well not the best picture of one, but its in and working:
http://www.chaoticdreams.org/ce/jb/Shot00004.jpg
That green circle high lights the cable bending around the rock and ground. Still needs some work but it is IN the game, it does work and even works in Network games. Sooo its a good start. Will try to give this and 1st person veiw melee test code to our testers before the holidays.... and of course can share this code with others... hint hint
Jb
1st person melee! \o/
Could you also look into adjusting the 3rd person melee camera so that the view isn't centered on the player's lower torso? Perhaps position it over the player's head or something? It would make grappling with melee weapons much easier.
Could you also look into adjusting the 3rd person melee camera so that the view isn't centered on the player's lower torso? Perhaps position it over the player's head or something? It would make grappling with melee weapons much easier.
High Council member of The Generals
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there's a thought. or maybe just leave it 3rd person. what ever's easier
proxys rule cuz they r funny a proud mac user
Viva the Revalution
CLICK HERE! (I need 20+ clicks to win)
Code: Select all
All ur base r blong to us
CLICK HERE! (I need 20+ clicks to win)
Hmmm how close is it to the normal default 3rd person view. We had to slighly change it for some reason (can not remember why) But thought it was close.....Kaboodles_The_Assassin wrote:1st person melee! \o/
Could you also look into adjusting the 3rd person melee camera so that the view isn't centered on the player's lower torso? Perhaps position it over the player's head or something? It would make grappling with melee weapons much easier.
Jb
Thanks venalanatomica, those terrain tips should help alot. Especially the sunlight map that is generated. Our artist can edit it to his liking. One question, how would you set up light 'actors' or are you just referring to a group of lights in a row and then duplicating them and setting each group's preferences individually?
Joe, thanks for the look at the bendy grapple! Looks like it works well, can you actually control the direction of the bend? Right now we are just letting the tongue clip through meshes and such as it doesn't seem to take away from the game.
We are also interested in getting our 'game' hosted somewhere that the unreal community can get at it. We will have a webpage and such but are just wondering if there is anything we can do to be proactive?
Would any of you be interested in doing some Beta tests for us around the middle of January?
If I don't post again this year, thanks for all the help so far on our project and have a great holiday season and best of luck in the new year!
Cheers,
Dave
Joe, thanks for the look at the bendy grapple! Looks like it works well, can you actually control the direction of the bend? Right now we are just letting the tongue clip through meshes and such as it doesn't seem to take away from the game.
We are also interested in getting our 'game' hosted somewhere that the unreal community can get at it. We will have a webpage and such but are just wondering if there is anything we can do to be proactive?
Would any of you be interested in doing some Beta tests for us around the middle of January?
If I don't post again this year, thanks for all the help so far on our project and have a great holiday season and best of luck in the new year!
Cheers,
Dave
Game Design 05
Vancouver Film School
Vancouver Film School
Not really the shape/dir of the bend is based on a straigt line approx to the grapple target and his owner. So if the owner moves then the direction of the bend will move with him.Chameleo wrote:Joe, thanks for the look at the bendy grapple! Looks like it works well, can you actually control the direction of the bend? Right now we are just letting the tongue clip through meshes and such as it doesn't seem to take away from the game.
Hmm see if BeyondUnreal can host it?Chameleo wrote:We are also interested in getting our 'game' hosted somewhere that the unreal community can get at it. We will have a webpage and such but are just wondering if there is anything we can do to be proactive?
Oh I am sure a lot here would love to helpChameleo wrote:Would any of you be interested in doing some Beta tests for us around the middle of January?
Chameleo wrote:If I don't post again this year, thanks for all the help so far on our project and have a great holiday season and best of luck in the new year!
Your more than welcome and let us know what else we can do to help!
Jb