Page 12 of 55
Re: Dark Tunnels
Posted: April 28th, 2010, 2:57 pm
by Leo_V117
Hm... Ill take a few screenshots of the effects of that
Re: Dark Tunnels
Posted: April 29th, 2010, 6:23 pm
by arcones
Thanks Leo!
Re: Dark Tunnels
Posted: May 1st, 2010, 8:14 am
by Leo_V117
Here you go arcones. The lighting effects in water.
Choose the one you like.
Re: Dark Tunnels
Posted: May 1st, 2010, 9:09 am
by arcones
I like 'em all!

But I think I might stay with /watercolour and use your technique for my "special project"
hehe
Re: Dark Tunnels
Posted: May 1st, 2010, 11:22 am
by GR1M
Very nice Leo.
Re: Dark Tunnels
Posted: May 2nd, 2010, 5:26 am
by Leo_V117
Thanks. I recently started experimenting with lights. Ill post a few screenshots of the results later.
Re: Dark Tunnels
Posted: May 2nd, 2010, 12:19 pm
by GR1M
Re: Dark Tunnels
Posted: May 2nd, 2010, 8:34 pm
by Captain_Ahab
the lightmap doesn't seem to change as the sun rises.
I wouldn't expect it to, but if it were possible to slowly fade between seperate lightmaps, you might be able to get some sort of neat effect.
What it looks like they're actually doing using a very dark fogcolour, lowering the 'fog' value to simulate darkness and slowly increasing the 'fog' value over time to allow the map to become lighter. Note how the top of the tower stays dark during the sequence from fog. Note the lack of directional lighting from the 'sun'
To avoid the lack of shadows, you might consider trying it with an overcast sky and adjusting gamma over time to lighten and darken the scene ( no recalc needed for that ) where the lightmap is from the skylight simulating ambient occlusion for like lighting coming from an overcast sky. Throw in a wind sound effect on occasion and maybe light 'sprinkles' of rain. Lightning might be done with rapidly ramping up gamma and glow, jittering those values for a flicker effect, and then ramping them down again and sound thunder after a short delay.
I think this might give a reasonable day/night cycle without the obvious lack of shadows....it'd just be during a cloudy/rainy day instead of a clear cloudless day.
hmmm...the lightning effect might look stupid if inside a building.....
maybe a coder can modify the source to shoot a ray straight up from the player's head and check to see if the player is inside a building/cave/ or under a tree/water by checking if this ray hits anything besides skybox. If it does, adjust the gamma/bloom by only a fraction(?)
just tossing an idea out
Re: Dark Tunnels
Posted: May 21st, 2010, 11:59 am
by arcones
Ok, sorry I responded so late to this
Captain Ahab wrote:hmmm...the lightning effect might look stupid if inside a building.....
Yeah, I was thinking that as well and it's supposed to be dim. But I did decide to make it brighter...
Once I release the beta for Middle, I'll polish this up and re-release it!
Arc
Re: Dark Tunnels
Posted: May 21st, 2010, 1:20 pm
by GR1M
You should make it a race course for kart mode.