PutraenusAlivius 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				 (02-01-2013, 05:50 AM)andyrockin123 Wrote:   (02-01-2013, 04:58 AM)JustAnotherPlayer Wrote:  ![[Image: 6jhrmc.jpg]](http://i47.tinypic.com/6jhrmc.jpg)   
Could still use a little work on the small stuff: 
 
-welders need to go in between every 2 walls in the cellar base set. there will be a real nasty seam between the walls otherwise.  
-your coloring for the lights looks good. the pitch-black corners.. eh, not so much. use a box light with very dark (low #) values, like (0.05, 0.035, 0.02, 1). It will help blend the colors together better and get rid of those unusually dark corners. 
-the wall with those boards on it (right hand side of the screen) doesn't really fit with the default walls. either use the different types of boarded up walls, or just the defaults+its variants. 
-finally, the tiling on the floor seems really small. select the plane, go to the tiling tab (tab on the far right, can't remember it's name exactly) and set the x and z values to decimals lower than 1. Numbers like 0.25 to 0.5 are a great value for the wood floors. 
 
oh, and there's an easy trick to get doors to work with almost any doorway (almost). Make sure snap to coordinate grid is toggled on, line up the door with the doorway, then add 0.1 to the y position value. (e.g. if the door was at a y position of 4, make it 4.1). 
 
Also, you should set alpha to 0 in most cases for lighting. it improves performance and makes very little difference in game. If you put welders next to each other, it looks really weird. So i must cover a seam using a shelf.  
EDIT: Also, there's a slightly tilted shelf, right? Behind it i put a window and i put a spotlight with the same color pointing to the back of the shelf, casting a shadow of the graving. It's used to simulate light coming in to the dark cellar. Pics coming soon. The Door trick thing didn't work, so i put a broken padlock to the floor, creating the illusion when you burst open that door, you broke the padlock.
			  
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 02-01-2013, 07:42 AM  | 
	
		
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		CarnivorousJelly 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				 (02-01-2013, 04:58 AM)JustAnotherPlayer Wrote:  I will take your advice and just to clear things up; 
Intensity is the [A] in Diffuse Color, right? 
And why it's very hard to push the doors?! 
EDIT: 
 Good? 
[A] is alpha. On point lights, it makes things shiny. It also makes maps lag. Haven't found out what else it does yet other than be incredibly annoying. 
Intensity is the brightness. For example: 
R: 1\ 
G: 1 |- Full intensity white (100% of each colour) 
B: 1/
 
R: 0.5\ 
G: 0.5 |- 50% intensity white (half the values from previous numbers 
B: 0.5/ 
A similar effect would be if you have a dimmer switch in your house. When it's all the way on, it has a high intensity. When it's closer to off, it has a lower intensity (it looks dimmer, but it's still the same colour and it's still on).
 
Doors - you might have them stuck inside the frames a bit. Check if they're clipping through the door frames in your map (turn snap-grid off).
			  
			
			
 
			
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	| 02-01-2013, 10:39 AM  | 
	
		
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		Adrianis 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				 (02-01-2013, 03:49 AM)Streetboat Wrote:  Another good way to make light look more natural is to have one large pointlight in the center of the room with a very low intensity and a large enough radius to reach the edges of the room, so it simulates bounce lighting. 
Just make sure it's not gonna shine through into surrounding rooms / hallways. Pointlights have a rather annoying tendency to show their reflection on floors, through walls
			  
			
			
 
			
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	| 02-01-2013, 10:54 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				 (02-01-2013, 10:39 AM)Kiandra Wrote:   (02-01-2013, 04:58 AM)JustAnotherPlayer Wrote:  I will take your advice and just to clear things up; 
Intensity is the [A] in Diffuse Color, right? 
And why it's very hard to push the doors?! 
EDIT:   Good?  
[A] is alpha. On point lights, it makes things shiny. It also makes maps lag. Haven't found out what else it does yet other than be incredibly annoying. 
Intensity is the brightness. For example: 
R: 1\ 
G: 1 |- Full intensity white (100% of each colour) 
B: 1/ 
 
R: 0.5\ 
G: 0.5 |- 50% intensity white (half the values from previous numbers 
B: 0.5/ 
A similar effect would be if you have a dimmer switch in your house. When it's all the way on, it has a high intensity. When it's closer to off, it has a lower intensity (it looks dimmer, but it's still the same colour and it's still on). 
 
Doors - you might have them stuck inside the frames a bit. Check if they're clipping through the door frames in your map (turn snap-grid off). Due to the door is really hard to open is a bad thing right? Well, i've made that Con to Pro. I created an illusion, so it looks like that the door is very hard to open because it is locked and you just broke the Padlock.
			  
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 02-01-2013, 10:57 AM  | 
	
		
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RE: Screenshot criticism thread 
			 
			
				 (02-01-2013, 10:54 AM)Adrianis Wrote:   (02-01-2013, 03:49 AM)Streetboat Wrote:  Another good way to make light look more natural is to have one large pointlight in the center of the room with a very low intensity and a large enough radius to reach the edges of the room, so it simulates bounce lighting.  
Just make sure it's not gonna shine through into surrounding rooms / hallways. Pointlights have a rather annoying tendency to show their reflection on floors, through walls 
Yeah, pointlights are annoying sometimes.
			  
			
			
 
			
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	| 02-01-2013, 11:01 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				 (02-01-2013, 10:39 AM)Kiandra Wrote:  [A] is alpha. On point lights, it makes things shiny. Alpha makes things shiny?! Know i know why my hanging lanterns are shining in the light!
			  
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 02-01-2013, 11:11 AM  | 
	
		
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		Hardarm 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				More technically, Alpha enhances the Specular maps   
			 
			
			
 
listen to boards of canada 
			
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	| 02-01-2013, 11:55 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				Hot stuff coming through!!!! 
Pics:
  
![[Image: 2zizb53.jpg]](http://i48.tinypic.com/2zizb53.jpg) 
Far left : Example of light coming through a window and casting a shadow. 
No Alpha. 
So far, colors blend well, looks pretty good. 
Got some welders put in, too. Nice decoration. Flies over a carcass. (Also some Fungi to simulate a decomposing wall.)
  
![[Image: fdczdj.jpg]](http://i47.tinypic.com/fdczdj.jpg) 
Colors also blend well. No Alpha, a bright room lit with torches.
  
![[Image: xf41h5.jpg]](http://i46.tinypic.com/xf41h5.jpg) 
View of Pic 2 from the stairs. Sorry for the Huge beam up there.... 
Colors also blend.
 
What you think? 
EDIT: No replies?  
			 
			
			
 
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"I came, I saw, I conquered." 
			
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	| 02-01-2013, 12:13 PM  | 
	
		
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RE: Screenshot criticism thread 
			 
			
			
			
 
			
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	| 02-01-2013, 02:58 PM  | 
	
		
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		Statyk 
 
 
		
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RE: Screenshot criticism thread 
			 
			
				I suggest you add a boxlight or something, the contrast from light to pure black is unnatural...
			 
			
			
			
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	| 02-01-2013, 07:27 PM  | 
	
		
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