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Poll: What do you think of this screenshot of the intro?
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It's fine the way it is!
28.57%
2 28.57%
It should be tinged a bit more red.
14.29%
1 14.29%
The redness should be toned down.
42.86%
3 42.86%
Do something different altogether.
14.29%
1 14.29%
Total 7 vote(s) 100%
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Work in progress Amnesia: Path of Darkness
CarnivorousJelly Offline
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#4
RE: Amnesia: Path of Darkness

Take a looksie at this:
(spoilers for size)
Spoiler below!

I messed around with one of my own levels in photoshop to try to recreate your effect (original appearance of the map - a little outdated)
[Image: redout_by_rueppells_fox-d6n5azd.png] The second image is me trying to improve the appearance of your effect using photoshop.
I'd recommend doing something more like the second and third than the first. Instead of increasing the brightness of the picture, change the hue (colourization).
If you're doing this in the level editor (not an image editing program) a similar (like the one in the third picture) could be achieved by:
  • One boxlight for the room, put the colour to 0.602, 0, 0.119 (RGB) and set the blend mode to "REPLACE"
  • Using the candlestick_floor_red model instead of the regular one
  • Getting rid of all other light sources in the room (turn off lanterns, fade pointlights and spotlights to black).
  • If there are more red lights, then I would suggest turning down the boxlight
For a more orange tint: lower the blue value to 0 and raise the green value
For a more purple tint: increase blue value
For a more 'pure' tint: crank red up to 1

Scripting advice below for changing colour via script:
Spoiler below!

If you're intending to script this and you don't want the whole map red, use the following function:
FadeLightTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime);
string& asLightName - name of the light changing colour
float afR - decimal value of red colour (0.602 for the red boxlight)
float afG - decimal value of green colour (0 for the boxlight)
float afB - decimal value of blue colour (0.119 for the boxlight)
float afA - decimal value of the alpha (doesn't matter for boxlights)
float afRadius - radius of boxlight (boxlights don't have a radius - set it to 40 just to be safe)
float afTime - the length of time, in seconds, for the change to take place
You can use that to turn lights on and off instead of deleting them.

If that's not quite the red you're looking for, you could add this:
FadeSepiaColorTo(float afAmount, float afSpeed);
float afAmount - intensity (default is 0)
float afSpeed - time in second for the fade to occur


Hope that helps!



Now that I wrote this up for you, no excuses to keep it such a glaring red! :P
Edit: I'm sure you could change the colour of the rest of the lamps via the model editor - just make sure you save them under a different name and add the models to your CS folder

[Image: quote_by_rueppells_fox-d9ciupp.png]
(This post was last modified: 09-21-2013, 06:30 AM by CarnivorousJelly.)
09-21-2013, 06:20 AM
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Messages In This Thread
Amnesia: Path of Darkness - by Silent Darkness - 09-19-2013, 06:40 PM
RE: Amnesia: Path of Darkness - by CarnivorousJelly - 09-21-2013, 06:20 AM
RE: Amnesia: Path of Darkness - by Mudbill - 02-12-2015, 07:33 PM
RE: Amnesia: Path of Darkness - by AGP - 02-13-2015, 12:25 AM
RE: Amnesia: Path of Darkness - by Slanderous - 02-13-2015, 11:51 PM



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