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Author Topic: Tick Tock (Lakehouse Teaser) complete  (Read 9000 times)
Cyntrox

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« Reply #180 on: June 03, 2008, 09:25:44 PM »

spy is still 100% black against 100% black shadow.
My very point is that there should be more 100% black spots in PS rather than 90% black spots.

As for the rest of what you said: True, but it is still a LOT easier to see the spy on high gamma.
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STON3COLDKILLA

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« Reply #181 on: June 04, 2008, 06:03:08 PM »

As I kind of say in previous posts, Cyntrox is right, there isn't enough spots like that.
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goodkebab
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« Reply #182 on: June 04, 2008, 07:22:07 PM »

Cyntrox,   we are going to create maps that look good as they are ,  we cant effictively make good looking maps against people that intend to cheat.

We can only light maps for normal playing conditions. 


 
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Rambo
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« Reply #183 on: June 05, 2008, 02:56:07 AM »

well, you could make 95% shadow areas to 100% ones without any significant quality loss.
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« Reply #184 on: June 05, 2008, 07:29:04 AM »

it doesnt really work like that, and as far I know UT probably does not support  lights that remove light  (cast negative light instead of normal light)


Lights have a fall off that creates soft shadows which we do not have control over.

This gradation  goes from  100% to 0% black  and we cannot control the rate of falloff. 


For game design purposes we have to light scenes in a way that allows both Spy and Merc to navigate the map without any flashlight or vision mode.  So darker shadows actually means less light and that becomes a design problem.

To do this requires breaking up areas.   So a dark corridor will have lights at the ends of the tunnels so that player knows where to go....and a light near any other doors.

And dont forget,  lighting is an art in itself....much like animation and programming.  Its not an easy thing to get looking good.

A
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frvge
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« Reply #185 on: June 05, 2008, 08:03:08 AM »

Quote
we cannot control the rate of falloff
a higher falloff exponent makes it falloff faster.
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goodkebab
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« Reply #186 on: June 05, 2008, 08:56:50 AM »

ah cool!
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MR.Mic
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« Reply #187 on: June 05, 2008, 10:27:42 AM »

and as far I know UT probably does not support  lights that remove light  (cast negative light instead of normal light)

You can have negative lights, but I highly recommend against using them.
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« Reply #188 on: June 05, 2008, 06:00:27 PM »

Maybe instead of making negative lights, you can just play around with the normal lights radiuses?
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MR.Mic
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« Reply #189 on: June 05, 2008, 11:14:01 PM »

Maybe instead of making negative lights, you can just play around with the normal lights radiuses?

Unreal doesn't calculate light bounces, so all shadows are 100% black if not in direct line of sight of another light. If there is only one light in a map, all shadows cast by that light will be pure black.
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« Reply #190 on: June 06, 2008, 12:03:20 AM »

It depends if you have a non-blocking light to lighten up dark corners. So I guess we won't have those then Cheesy problem solved.
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Quote from: savior2006
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.
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