Nice screenshots, but connect point lights (that have 0 RGB) to the lights in your map - that'll make your torches and candles illuminate more than they "should" and get a nice effect similar to what you get in base Amnesia...it'll make lighting candles more powerful and also create a more realistic lighting atmosphere. Otherwise, you get a bunch of random lights sticking out in very dark environments, and it looks ugly (as in screenshot 2).
(04-15-2012, 06:22 AM)Putmalk Wrote: Nice screenshots, but connect point lights (that have 0 RGB) to the lights in your map - that'll make your torches and candles illuminate more than they "should" and get a nice effect similar to what you get in base Amnesia...it'll make lighting candles more powerful and also create a more realistic lighting atmosphere. Otherwise, you get a bunch of random lights sticking out in very dark environments, and it looks ugly (as in screenshot 2).
I like the mapping, though.
I'll try to. It's my first time, so I'm not advanced at this.
It's a must to do that since HPL2 does not support Lightmass. A technology that simulates lightning's refraction and reflection on the objects. If such thing was present, the room would look a lot better.
Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
(04-15-2012, 06:22 AM)Putmalk Wrote: Nice screenshots, but connect point lights (that have 0 RGB) to the lights in your map - that'll make your torches and candles illuminate more than they "should" and get a nice effect similar to what you get in base Amnesia...it'll make lighting candles more powerful and also create a more realistic lighting atmosphere. Otherwise, you get a bunch of random lights sticking out in very dark environments, and it looks ugly (as in screenshot 2).
I like the mapping, though.
I'll try to. It's my first time, so I'm not advanced at this.
Connecting lights doesn't require any advanced knowledge, it's just a box that shows up in the properties of the light when you select it.
The last picture's billboard looks strange in the window. Don't let it cut through the wall/window frame like that. But, I do like the use of fog. Most people don't realize that the only way we humans can actually see rays of light like that is if there is some sort of "justification", like particles of dust, or areas of fog,so GJ on that. Rest of it looks pretty solid.
There is such a giant ammount of mapping errors in these levels I don't even know where to begin. You probably want to go through your levels a few times and clean them up.
(05-13-2012, 08:42 PM)Traggey Wrote: There is such a giant ammount of mapping errors in these levels I don't even know where to begin. You probably want to go through your levels a few times and clean them up.