Construction Community Map Dev Thread


(SebaSOFT) #61

Changelog:

  • Lowered all GDF spawns to a reasonable altitude
  • Lowered Strogg Barry (Sandpile) spawn, and not it’s at construction dig by default, but at ground level on the green area near the warehouse. Let’s see how it goes.
  • Added a trigger_noplant with Strogg team to the upper part of the Barry, to (hopefully) avoid Icarus trick-planting.

(Donnovan) #62

New atmos commited:

Its not just a visual change, high shadows made performance better.

  • Night Cloudy sky;
  • Fog (a little more dense than on the shots);
  • New ambient light.

Work on Optimized shadows:

No progress. I needed to remove near all the map to not reach the sadowns volume limit. High sun do not help too much as expected. If someone whana to give a try… My time to try that just gone away, will do other things and back on this if i have time.

Also, even the subway wastes some of the shadown volumes.


(Donnovan) #63

The University is leaked.


(shirosae) #64

Oh balls, I forgot about that (I copied a portal I shouldn’t have). I’ll fix tomorrow.


(WhiteAden) #65

if the sky is night, and you make everything a little darker, there is no need for big shadows… =)


(Violator) #66

Night maps don’t work - the atmosphere seems a good idea but in reality no-one can see anything (see the complaints about viomine which isn’t all that dark). You can put lights in but the game isn’t Thief (must as I love that game :)).

btw if you need any props etc. doing I’m happy to help.


(Donnovan) #67

Shirosae! I know exactly what is the leaked portal, it’s a horizontal portal, don’t? Just don’t removed it because i was not sure what you was planing to do.

New atmos is not at night, sun is high on the sky, but closed clouds make the ambient a less bright than in the original atmos, but is far from “vision dificulty”.

Take a look in it running on SDK/Game!


(SebaSOFT) #68

Great Don!
Looking forward to see it in the Editor…


(shirosae) #69

[QUOTE=SebaSOFT;207687]Shirosae: I wouldn’t count on an subway exit at the courtyard, I can’t do such thing without yet another long walkway, in the picture I show you in yellow how far can I get, and that’s pretty near the new location of the University, so your comment abour getting out closer to the uni have been fullfilled.

http://img251.imageshack.us/img251/7529/97162821.jpg[/QUOTE]

That looks like it’ll be much better. Are you willing to adjust the subway so it’s like you have it there?

Yup, it’s that one in the labs. Fixed now, thanks for pointing it out.

[QUOTE=Donnovan;207713]New atmos commited:

Its not just a visual change, high shadows made performance better.

  • Night Cloudy sky;
  • Fog (a little more dense than on the shots);
  • New ambient light.[/quote]

Quite like that. It has that dramatic look, but shouldn’t cause visibility problems.

[QUOTE=Donnovan;207713]Work on Optimized shadows:

No progress. I needed to remove near all the map to not reach the sadowns volume limit. High sun do not help too much as expected. If someone whana to give a try… My time to try that just gone away, will do other things and back on this if i have time.

Also, even the subway wastes some of the shadown volumes.[/QUOTE]

Do you reckon putting a bunch of indoors stuff into LOD groups with sunshadows turned off would help?


(Donnovan) #70

Not checked this. Well, it’s a good thing to try, and also can explain why the subway waste volume shadows.


(SebaSOFT) #71

How should I optimize those? What should I put in the LOD group?


(Violator) #72

I do this for all my interior LOD groups, well not sun-shadows per-se (can you make this separate?) but all shadows. Big stuff = shadows spec med, tiny stuff = shadows spec high.


(SebaSOFT) #73

got it… will do that. And what about walls? Should I cancel shadowsun for everything that is not the Subway entrances and the pyramid?


(SebaSOFT) #74

Vio, you are the sound lord… how about an ambient sound?

somewhat windy bay area, boat horns, seals, waves, that stuff would add to the overall feeling of the map. As I did to the crane


(Apples) #75

[QUOTE=SebaSOFT;207852]Vio, you are the sound lord… how about an ambient sound?

somewhat windy bay area, boat horns, seals, waves, that stuff would add to the overall feeling of the map. As I did to the crane[/QUOTE]

Not really I think cuz most of the map is played far from the shore… would be nice to play a part on the big boat tho…


(SebaSOFT) #76

lol, it would be nice to have a tsunami break in when time is up :stuck_out_tongue:

j/k

I’m doing the group thingy


(SebaSOFT) #77

Changelog:

  • Added lots of LOD Groups with “dontCastShadowsFromAtmos” set to True

(light_sh4v0r) #78

I suppose you could add the ambient sound to the shoreline, but not the entire map, would be a bit odd hearing the seagulls in the subway o,0


(SebaSOFT) #79

indeed, I will search for ambient sounds for the subway too…

Note to myself: http://www.soundjay.com/ambient-sounds-2.html


(Violator) #80

Some good waves stuff here:

http://www.soundjay.com/nature-sounds-3.html

Not bad stormy wind:

http://soundbible.com/1247-Wind.html

Thunderstorm:

http://soundbible.com/318-Lightning-Strike-Summer-Storm.html