Forest WIP

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Forest WIP

Postby NoFace on Wed Jul 13, 2011 8:32 am

Forest WIP
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Please give critism and help on how to make fog look good. This map has a lot more work to finish, I just want to get the style and feel right before moving forwards.
Thanks!
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Re: Forest WIP

Postby Sorrow on Wed Jul 13, 2011 10:43 am

I'd say try experimenting with the fog (which is half if not most of your 'atmosphere') colours a bit. Slight green or cyan could make it come alive a bit more, make it seem more like a 'wild' forest if you know what I mean. Less hospitable.

The first picture's a bit of a clutter, ofcourse irl trees are cluttered all around but try to layer them on different levels of height and make the first row smaller to give the scene more depth by showing the other layers behind it.
A large mountain far off behind all trees wouldn't be misplaced either. (again, more depth)

looking alright so far though, keep it up!
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Re: Forest WIP

Postby NoFace on Wed Jul 13, 2011 12:39 pm

OK, I have taken 3 more images in similar places. I think im settling with the new fog, tell me what you think though.
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Re: Forest WIP

Postby Sorrow on Wed Jul 13, 2011 2:49 pm

The last picture shows a very harsh transition from fog to world, is there a way to smoothen it out a bit and have it fade more towards the camera? I'm sorry I haven't booted up SDK in ages since UDK.
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Re: Forest WIP

Postby NoFace on Wed Jul 13, 2011 3:01 pm

This pic was taken zoomed in so it may look a little odd. I could however lower to starting fog so it blends better.
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Re: Forest WIP

Postby Turd Ferguson on Wed Jul 13, 2011 4:18 pm

Son of a... I just started a mine type map the other day

Edit: I do really like the fog though. Nice job so far!
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Re: Forest WIP

Postby nub on Wed Jul 13, 2011 8:17 pm

I'd say lower the fog density just a tad bit (not the start and end distances).
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Re: Forest WIP

Postby NoFace on Thu Jul 14, 2011 12:41 am

Alright I lowered the density and yeah it looks better thanks.
I have a bug with shadows.
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Ive fiddled with the shadows settings but the only difference they make is having a black shadow on the wall or not, theres no setting to get the actual model to get lit by the sun.
Does anyone know a fix?
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Re: Forest WIP

Postby Dives on Thu Jul 14, 2011 1:36 am

Props get their lighting info from their origin and if the origin is in darkness, the whole prop will be dark. Compile with the argument -StaticPropLighting in vRAD in the expert compile window and that should fix it.
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Re: Forest WIP

Postby NoFace on Thu Jul 14, 2011 8:54 am

Thank you very much! You learn something new everyday. :P
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Re: Forest WIP

Postby CorporalAris on Thu Jul 14, 2011 9:11 am

What about placing a Info_lighting? And then setting the prop's 'Lighting Origin' to the Info_lighting.

I was under the impression that -StaticPropLighting greatly increases compile times, and can (this can be bad or good, depending on what you are doing) greatly increase file size of the map.
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Re: Forest WIP

Postby NoFace on Thu Jul 14, 2011 9:44 am

Yeah I realised. Il change the lighting origin! :p
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Re: Forest WIP

Postby Groxkiller585 on Tue Jul 19, 2011 4:51 pm

CorporalAris wrote:What about placing a Info_lighting? And then setting the prop's 'Lighting Origin' to the Info_lighting.

I was under the impression that -StaticPropLighting greatly increases compile times, and can (this can be bad or good, depending on what you are doing) greatly increase file size of the map.


it does but it also produces prettier shadows.
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Re: Forest WIP

Postby NoFace on Tue Jul 19, 2011 6:33 pm

But I have these map models on the wall and with -staticproplighting they look weird. But I can see what you mean for other props.
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Re: Forest WIP

Postby NoFace on Thu Jul 21, 2011 10:52 am

Wrong thread mate.
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