Tatooine: Suburb Fight WIP
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- Gen.Kenobi
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Re: Tatooine: Suburb Fight WIP
Looking nice! The night sky, really add more cool fellings! Looking foward to see some lamps.
- Nihillo
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Re: Tatooine: Suburb Fight WIP
The new sky (and lighting) is quite interesting, nice job!
- Par3210
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Re: Tatooine: Suburb Fight WIP
this really rocks! 
- Eggman
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Re: Tatooine: Suburb Fight WIP
The sky looks pretty nice. The lighting could still use some work to match up better and look more natural, but I can see where you're going with it.
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Darth_Spiderpig
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Re: Tatooine: Suburb Fight WIP
For me it looks fine, I really wish I just cold sit there (in real) and watching the stars appear.
Good work
Good work
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Xavious
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Re: Tatooine: Suburb Fight WIP
Yeah, you do need to make sure the sky and lighting are similar or the same color. It seems odd to have a grey/ purple sky with orangish lighting.Eggman wrote:The sky looks pretty nice. The lighting could still use some work to match up better and look more natural, but I can see where you're going with it.
Though I do like the idea of a dusk Tatooine.
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mswf
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Re: Tatooine: Suburb Fight WIP
Indeed. I've been working with it, but since you can't really see the lighting ingame it becomes guessing for me. I've tried to just leave the yellow completely out, but that looks really odd.Xavious wrote:Yeah, you do need to make sure the sky and lighting are similar or the same color. It seems odd to have a grey/ purple sky with orangish lighting.Eggman wrote:The sky looks pretty nice. The lighting could still use some work to match up better and look more natural, but I can see where you're going with it.
- Eggman
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Re: Tatooine: Suburb Fight WIP
Make sure you adjust the lighting settings in-game. Sometimes the lighting can look very different depending on whether you have your profile set to medium or high lighting, especially with terrain or reddish-orange light on certain objects/vehicles from my experience.mswf wrote:Indeed. I've been working with it, but since you can't really see the lighting ingame it becomes guessing for me. I've tried to just leave the yellow completely out, but that looks really odd.Xavious wrote:Yeah, you do need to make sure the sky and lighting are similar or the same color. It seems odd to have a grey/ purple sky with orangish lighting.Eggman wrote:The sky looks pretty nice. The lighting could still use some work to match up better and look more natural, but I can see where you're going with it.
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mswf
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Re: Tatooine: Suburb Fight WIP
Yes, I'm also experiencing those problems. Right now, I can't burn shadows on my map... (I'll fix that tomorrow)
The stuff you can do with lighting is very interesting. Though I think I should concentrate on the map first, although that's coming along nicely as well.
(I've put up so many hintnodes, I'm pretty happy with it. The AI never, EVER, tries to run through buildings and stuff. Very nice.
)
EDIT:
The map is coming along nicely. I've been experimenting with barriers/planning/hint nodes a bit more. I've made some pretty fun stuff. (F.E., I know that you can just walk over that very low wall, but it's way more awesome to see three AI jump over them at the same time
)
Is there anyone who wants to try this out again? If so, I'll put up a new current version. (I like feedback. It's very helpfull to me!)
EDIT2:
A picture showing the current progress: (with all current planning barriers etc. All the height of them was turned down for this picture)
A picture with the CP layout + what I've got planned to do: (CP1 is also getting some improvements)
(the paths around CP6 are going to be more branched as well)
The stuff you can do with lighting is very interesting. Though I think I should concentrate on the map first, although that's coming along nicely as well.
(I've put up so many hintnodes, I'm pretty happy with it. The AI never, EVER, tries to run through buildings and stuff. Very nice.
EDIT:
The map is coming along nicely. I've been experimenting with barriers/planning/hint nodes a bit more. I've made some pretty fun stuff. (F.E., I know that you can just walk over that very low wall, but it's way more awesome to see three AI jump over them at the same time
Is there anyone who wants to try this out again? If so, I'll put up a new current version. (I like feedback. It's very helpfull to me!)
EDIT2:
A picture showing the current progress: (with all current planning barriers etc. All the height of them was turned down for this picture)
Hidden/Spoiler:
Hidden/Spoiler:
