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Creepy Athmosphere in Aampd
Seneth Offline
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Joined: Apr 2015
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#1
Creepy Athmosphere in Aampd

Hi.. I found this interesting thing.. If I use my little map in slot 01_mansion_01 (level 1) You can see normal pictures.. But If I use in slot 07_Tunnels . You can see little diferent light Big Grin Can you someone explain this ? and Can I set this Screen filter ( IDK how to name Big Grin) in another map in AAMPF or in my CS in TDD ?...



I thing the athmosphere in Tunnels and (cellars and church) is more better and creepy Big Grin


Attached Files
.png   01_mansion_01.png (Size: 47.34 KB / Downloads: 158)
.png   07_Tunnels.png (Size: 41.54 KB / Downloads: 136)
06-05-2015, 07:03 PM
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DnALANGE Offline
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Posts: 1,549
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Joined: Jan 2012
#2
RE: Creepy Athmosphere in Aampd

I think it is the flame itself.
It has a pointlight witch fades into 2 colors.
THAT might be the difference.

There are no (filters) used.
It is FOG-area OR\AND BOX-lights.
Try playing around with it.
06-06-2015, 12:57 PM
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Seneth Offline
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Posts: 26
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#3
RE: Creepy Athmosphere in Aampd

(06-06-2015, 12:57 PM)DnALANGE Wrote: I think it is the flame itself.
It has a pointlight witch fades into 2 colors.
THAT might be the difference.

There are no (filters) used.
It is FOG-area OR\AND BOX-lights.
Try playing around with it.

Like I said. I use same torch, same map but I use slot for map (mansion and tunels).. If I put idk. Mansion map in slot for Cellar or Tunnels, The lighting will by like in Tunnels ( I thing this is in engine, some Contrast or something...)
06-06-2015, 01:05 PM
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Daemian Offline
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#4
RE: Creepy Athmosphere in Aampd

If you are keeping the scripts, keep in mind each script uses different screen effects:
07_tunnels.hps
FadeImageTrailTo(2.0f, 2.5f);
FadeRadialBlurTo(0.0f, 3.0f);
    FadeImageTrailTo(0.0f, 2.0f);
    FadeRadialBlurTo(0.0f, 2.0f);
etc

06-06-2015, 08:05 PM
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Seneth Offline
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Posts: 26
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Joined: Apr 2015
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#5
RE: Creepy Athmosphere in Aampd

(06-06-2015, 08:05 PM)Daemian Wrote: If you are keeping the scripts, keep in mind each script uses different screen effects:
07_tunnels.hps
FadeImageTrailTo(2.0f, 2.5f);
FadeRadialBlurTo(0.0f, 3.0f);
    FadeImageTrailTo(0.0f, 2.0f);
    FadeRadialBlurTo(0.0f, 2.0f);
etc

Thats possible, but how can you explain this screen effect If I delete script and then the screen efect its still here Big Grin .. If I delete everything (07_Tunnels maps, pathnodes, script, map.cache) and then I use map from TDD and use name 07_Tunnels then you can see this screen filter (what ever is this) Big Grin How can you explain it ????
06-06-2015, 08:25 PM
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Mudbill Offline
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#6
RE: Creepy Athmosphere in Aampd

Hmm, that's interesting if that's true. Still a bit confused what is actually happening.

Is it so that if you name a map 07_Tunnels.map, it will have a specific screen effect even without a script?

06-07-2015, 01:19 AM
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Seneth Offline
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Posts: 26
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Joined: Apr 2015
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#7
RE: Creepy Athmosphere in Aampd

(06-07-2015, 01:19 AM)Mudbill Wrote: Hmm, that's interesting if that's true. Still a bit confused what is actually happening.

Is it so that if you name a map 07_Tunnels.map, it will have a specific screen effect even without a script?

yes.. try it. put your map without script on slot mansion and the church,cellar or tunnels ( finnaly someone who understand Big Grin)
06-07-2015, 03:27 AM
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