"Every man has his secret sorrows which the world knows not;
and often times we call a man cold when he is only sad.”
About
Closure is an Amnesia: The Dark Descent full conversion mod set to release in May 2014 that tells the story of a young man who is searching for his father who worked in a recently quarantined chemical testing facility.
Screenshots:
(This post was last modified: 11-14-2013, 02:35 PM by ExpectedIdentifier.)
(06-08-2013, 09:58 PM)Smoke Wrote: Looks very good! But isnt it a bit too soon? I love seeing progress, but you risk people will lose interest after several months
Thanks man My theory was that people would lose interest, but once it's released they will still probably play it anyway so the earlier I post it the more people are likely to see it.
And the story will be added when I have a more concrete one, haven't got it figured out entirely yet.
(06-08-2013, 10:06 PM)Robosprog Wrote: Just a question, have you added specular maps to any of the models in your screenshots?
Yes, the floor does. I've not added them to other models yet. Will get around to it at some point. Thanks for the reminding me though.
Edit: All of the outdoor environment assets have spec maps too, forgot about them You can't really tell because most of the light in that map is from the boxlight.
(This post was last modified: 06-08-2013, 10:17 PM by ExpectedIdentifier.)
(06-08-2013, 10:06 PM)Robosprog Wrote: Just a question, have you added specular maps to any of the models in your screenshots?
Yes, the floor does. I've not added them to other models yet. Will get around to it at some point. Thanks for the reminding me though.
Edit: All of the outdoor environment assets have spec maps too, forgot about them You can't really tell because most of the light in that map is from the boxlight.
Here's a tip for the specular maps: set the alpha value on your spot/pointlights to a value greater than 1. The alpha setting on a light determines the strength of the specular maps, giving it a value higher than 1 will make the specular effect on your models more distinct!
(06-08-2013, 10:06 PM)Robosprog Wrote: Just a question, have you added specular maps to any of the models in your screenshots?
Yes, the floor does. I've not added them to other models yet. Will get around to it at some point. Thanks for the reminding me though.
Edit: All of the outdoor environment assets have spec maps too, forgot about them You can't really tell because most of the light in that map is from the boxlight.
Here's a tip for the specular maps: set the alpha value on your spot/pointlights to a value greater than 1. The alpha setting on a light determines the strength of the specular maps, giving it a value higher than 1 will make the specular effect on your models more distinct!
(06-09-2013, 10:40 PM)sonataarctica Wrote: The maximum number for alpha in lights is 1
You can't increase it beyond 1 with the slider or arrows, but you can type it in - try setting a crazy high value and pressing ok, you'll see the difference!
^(;,;)^
(This post was last modified: 06-09-2013, 10:49 PM by MyRedNeptune.)
(06-09-2013, 10:45 PM)MyRedNeptune Wrote: You can't increase it beyond 1 with the slider or arrows, but you can type it in - try setting a crazy high value, you'll see the difference!
I tried it before replying and didn't notice any difference, just tried again and put it to 5 and could see the difference,probably only put the value to like 2 the first time which is why I couldn't tell, thanks for the tip, may come in useful!
(06-09-2013, 10:45 PM)MyRedNeptune Wrote: You can't increase it beyond 1 with the slider or arrows, but you can type it in - try setting a crazy high value, you'll see the difference!
I tried it before replying and didn't notice any difference, just tried again and put it to 5 and could see the difference,probably only put the value to like 2 the first time which is why I couldn't tell, thanks for the tip, may come in useful!