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Re: Artus Prime

Posted: Wed Apr 16, 2008 4:15 pm
by Delta 47
Fingerfood wrote::roll: I just posted some pics of the actual landing pad... Don't mean to burst your bubble or anything...
I know, I posted the pictures the same time you did and I just thought I would leave them on anyway because I spent awhile getting them... :roll:

Re: Artus Prime

Posted: Wed Apr 16, 2008 4:46 pm
by ryukaji
Thanks for the screens I can get to work adding some more stuff!

Is there a way to like make a whole cave like a shadow because its kinda too bright in my cave

Re: Artus Prime

Posted: Wed Apr 16, 2008 4:51 pm
by Grev
In the ze lighting tab, find dir or spot lights, change the color to a darker color, place in the cave, and youve got a light, or maybe a darker setting. It may work, or it may not...

Re: Artus Prime

Posted: Wed Apr 16, 2008 5:21 pm
by ryukaji
A light now matter how dark the color is still a light.... Black=no light not dark

Thats what ive observed with my light experimenting anyway

Caleb:
Nice ill change the texture right now to see how it looks

EDIT:
The texture looks cool, but ill need to fix a few things where the texture didnt match up

Re: Artus Prime (Updated - 4/17)

Posted: Fri Apr 18, 2008 9:34 am
by FragMe!
Try creating a shadowregion in ZE.
Basically put in a region, size it so it encompasses the cave parts, set it's type to shadow which will bring up a box on the right side there you can put in values to attenuate (bring down the level of the light) enter a value between 0 and 1 you can also change the color of the light for that region.
There is a very small blurb on it in the BF2_lighting.doc

Re: Artus Prime (Updated - 4/17)

Posted: Fri Apr 18, 2008 4:37 pm
by ryukaji
Adding a region made the characters dark but the cave stayed the same
It doesnt matter too much though, it just would be nice a little more realistic in lighting..

Re: Artus Prime (Updated - 4/17)

Posted: Fri Apr 18, 2008 6:25 pm
by Fingerfood
If you're using GIMP you could always Burn the whole tunnel texture, unless it's the sky making it brighter.

Re: Artus Prime (Updated - 4/19 -Screens added)

Posted: Sat Apr 19, 2008 2:55 pm
by ryukaji
I think im having lots of trouble with the sky because the tunnel entrance that is above terrain is dark like it should and then the rest of the cave under the terrain is light. Also on "High" for lighting quality in options, All the terrain is really really dark almost black.

Anyone know how to fix this?

SKY File
Hidden/Spoiler:
SkyInfo()
{
Enable(1);
FogColor(20,20,20);
ReflectionFogColor(120, 120, 120);
FogRange(90.000000, 350.000000);

PS2()
{
NearSceneRange(0.5, 100.0,180.0);
NearSplitScreenRange(0.5, 50.0, 80.0);
FarSceneRange(300.0);
}
XBOX()
{
NearSceneRange(0.5, 60.0, 100.0);
FarSceneRange(1000.0);
NearSplitScreenRange(0.1, 50.0, 80.0);
SplitOptions()
{
FarSceneRange(0.0);
FogRange(5.0, 70.0);
EnableFadeAdjustWithZoom(0);
}
}
PC()
{
NearSceneRange(0.5, 100.0, 180.0);
FarSceneRange(1500.0);

}


}


DomeInfo()
{
Texture("myg1_sky_dome.tga");
Softness(1);
SoftnessParam(60);
DomeModel()
{
Geometry("myg1_sky_dome");
}
}

EnvTexture("");
EDIT
Its kind of weird but when I had it on high quality lighting and all the terrain had turned black, I went into settings and made the LOD distance really low so everything was Lowrez but all the terrain was light again and not black.
Dont know if this helps answer why its black though

Re: Artus Prime (Updated - 4/19 -Screens added)

Posted: Sat Apr 19, 2008 3:11 pm
by JPI Dictator4life
Nice pics. :thumbs:

Re: Artus Prime (Updated - 4/19 -Screens added)

Posted: Sat Apr 19, 2008 3:17 pm
by Grev
Nice! Using vader anims really fits for Jerec.