Two issues; Falloff maps and ScreenShake - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Two issues; Falloff maps and ScreenShake (/thread-8091.html) |
Two issues; Falloff maps and ScreenShake - MrBigzy - 05-18-2011 So yea. Question 1: Do falloff maps work for Boxlights? They don't seem to. Question 2: Is there any way to cancel a ScreenShake? I know screenshakes cancel other things out, like FOVmul, but screenshakes don't seem to end in any way, even by putting another 0 intensity screenshake. RE: Two issues; Falloff maps and ScreenShake - Anxt - 05-18-2011 Question 1: What in the world do falloff maps even do? I haven't ever noticed much of a change when using them in the level editor. 2: Screenshakes have a time field, so can you not just set the time to however long you want it to last? RE: Two issues; Falloff maps and ScreenShake - MrBigzy - 05-18-2011 Falloff maps are a white to black gradient that are used as a sort of variable alpha; they dim the light at the end of its radius. I can't set a specific time because the screen needs to shake until the map changes...but it keeps shaking when the next map loads. RE: Two issues; Falloff maps and ScreenShake - Acies - 05-18-2011 Question 1: I think they don't. A boxlight has a "constant" light to it's area. Question 2: I am guessing that you are having a situation where the screen shakes until the player does something? Set a timer to create a new screenshake (screenshake should be 1 sec long, no fade time on it) every second, then end the loop when wanted. (05-18-2011, 03:55 AM)Anxt Wrote: Question 1: What in the world do falloff maps even do? I haven't ever noticed much of a change when using them in the level editor. They regulate how fast the light fades from the center. For example I think you can use them to increase the circular area where the light is more intensive of a pointlight. Edit: Model works now btw. RE: Two issues; Falloff maps and ScreenShake - MrBigzy - 05-18-2011 It should work on a boxlight. D::: Bleh, I don't see why it shouldn't, now I have a bad transition that I have to get rid of. D: And I guess the timer thing would work, hopefully there's no problems. RE: Two issues; Falloff maps and ScreenShake - palistov - 05-18-2011 Bigzy! Sup man. 1) Acies is right. Box light is what I call the GodBox. Just a way to control global ambient light. There's probably a way that I'm unaware of, but in the suite you can't change it :S 2) Make sure you've got values > 0 for the duration, fadeIn, and fadeOut. I'm guessing if the duration is 0 it will last forever. I have not tried fade times of 0, but having fade times looks better anyway. RE: Two issues; Falloff maps and ScreenShake - Acies - 05-18-2011 To remove ugly edges you could possibly create several smaller boxlights, with fading light values. In that way the transition will be less noticeable. RE: Two issues; Falloff maps and ScreenShake - MrBigzy - 05-18-2011 That doesn't work really because they add onto each other, whether its set as replace or add. I fixed it anyway by adding a black fog and extending the boxlight down. RE: Two issues; Falloff maps and ScreenShake - Kraggdog - 05-19-2011 A boxlight is only really useful as a very dim ambient light for the entire area. Unless you can physically seperate the zones (like with a teleport function) then you are stuck with being able to see the harsh lines. I haven't got the falloffs to work with it either and I reccomend just sticking with point lights (spot for windows ofc). |