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CCsaint10:
UPDATE! :D

A little post-Halloween update for you guys. A lot of cosmetic changes are going on in Siberia right now, things that have kind of been bugging me for a while (little annoyances). So, with the wonderful help of Mangley, I was able to get work out some of the kinks. Here is a little preview of some of those things I have been working on.

First, I was never COMPLETELY satisfied with the skybox previously. Mostly because of the lack of blending in all areas of the map. That was a boo boo I forgot to fix when I made the custom skybox to begin with. So I went back to photoshop and did some work. After the second try, I finally got it to where I feel pretty solid about it. With my recent implementation, I am finally able to have the fog PERFECTLY blend with the skybox so it is impossible to see where items stop rendering at (far z plane). This makes for a more solid experience while exploring the level as props and buildings aren't just appearing right in front of you on the map (due to the fog not creating a "foggy" disguise when it comes into rendering range). :) Anyways, enough talk. Here are some images. Mind you, I am still doing minor tweaks here and there with the fog settings, so this might go through some new changes here soon. :)




Another task I wanted to tackle was the lighting inside the satellite. I found to be too plain and blue before with no cold and dark feeling to it. (see image below)


Due to the simplicity of the light, I wanted to add some variance to it as stated above. This is the first time I have experimented with indoor lighting so much of this is work in progress as I am still trying to learn how source handles linear, constant, and quadratic formulas and what not. It isn't a hard concept, its just learning what is appropriate for the right settings so you don't have to compile 100 times to get it to look right in the future. :) Anyways, without further waiting, here is a very early WIP image of the satellite inside.





Other things implemented by request from the community:
- Added a tinted blue color to the skybox to help add a slight variation
- Changed the environmental light to be a very very light green instead of pink, as requested
- Changed flood lights to be casting more appropriate amounts of light
- Cage lights removed and replaced by more appropriate looking light props

Things to Come:
- Rework ice texture and change some properties around, where applicable
- Rework helipad snowdrift blend modulate texture to look more natural

Thanks guys. Progress is still going, just slower since school is in session. Thank god this is my last year. :) This will have to suffice for now. :) Peace

Mangley:
Looking really nice, I'm loving the fog blending, it helps to give much more atmosphere.

I recommend disabling shadow casting on those wire fence props, as you can see in the first screenshot they cast a solid shadow on the ground.

namajnaG:
Thanks for the update, I was looking forward for one.
These looks pretty great.
I love the lighting you added on the satellite building, And the fog gives a more "wintery" effect.
Excellent work, Keep it up!

killermonkey:
The only thing with the fog now is it reminds me of the fog after it rains and the ground is warm (ie summer fog). It does not remind me of a fog in the winter (ie blizzard fog) which is usually more dense with particles (snow flakes). It might be a bit too thick, soupy.

Otherwise, I like the rest of it.

CCsaint10:
hmmmmm..if it helps at all KM...there is a lot of snowfall when you get on ground level. I feel like with the snowfall and fog together, it feels more like "winter" fog. Not sure what I could really do though to make it feel more like blizzard fog for you. I was also thinking of trying to make it a little denser....but we will see. Not sure if that would help or not. Not sure what I want to do exactly yet.

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