Totem Arts Staff Handepsilon Posted February 11, 2018 Totem Arts Staff Share Posted February 11, 2018 Fogs could be useful. Players can't really cheat away from fogs. Just make it dense enough to emulate storm. The only thing left would probably be the way to make it darker. Unfortunately I used PP too in the legacy Coastal for rain effect Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 14, 2018 Author Share Posted February 14, 2018 On 10-2-2018 at 3:00 AM, Madkill40 said: Couldn't you just use a dense and gradually darkening fog instead? Or (b)force post-processing for this map only? Sadly, no. I have to mess around with the lighting to get a decent quality look. And there's no such thing as forcing to PP... We're gonna make it a daytime map else it will never be released due to us not having much time to work on this. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 14, 2018 Totem Arts Staff Share Posted February 14, 2018 you could do it with 3 levels (1 with buildings main... 1 with non storm and the other with the storm) but it would make the transitions very abrupt and the buildings would look funky after the transition Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 14, 2018 Author Share Posted February 14, 2018 10 minutes ago, kenz3001 said: you could do it with 3 levels (1 with buildings main... 1 with non storm and the other with the storm) but it would make the transitions very abrupt and the buildings would look funky after the transition Correct. There is simply no effective solution without color lookup tables / post processing OR huge affecting dynamic lights. But since this isn't cryengine or frostbite that won't work. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 14, 2018 Totem Arts Staff Share Posted February 14, 2018 21 minutes ago, Ruud033 said: Correct. There is simply no effective solution without color lookup tables / post processing OR huge affecting dynamic lights. But since this isn't cryengine or frostbite that won't work. What about a kismet lightning storm which strikes the domes in the map? Just to keep the map to have its 'storm' aspect Have the map in a constant storm (like Mesa)? But make a daytime and a night version Its similar but not the same to the original concept Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 17, 2018 Author Share Posted February 17, 2018 On 14-2-2018 at 11:03 PM, Madkill40 said: What about a kismet lightning storm which strikes the domes in the map? Just to keep the map to have its 'storm' aspect We already made the whole scene in kismet, there is no other option. It's the lighting that also has to change along with the dome, thats the issue On 14-2-2018 at 11:03 PM, Madkill40 said: Have the map in a constant storm (like Mesa) This makes up for a really depressing scene, in the past we've had a lot of feedback that people like daytime maps better. On 14-2-2018 at 11:03 PM, Madkill40 said: Its similar but not the same to the original concept If the original concept doesn't work out, change it Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted February 21, 2018 Totem Arts Staff Share Posted February 21, 2018 (edited) On 2/17/2018 at 8:17 PM, Ruud033 said: We already made the whole scene in kismet, there is no other option. It's the lighting that also has to change along with the dome, thats the issue I kinda want to see what "the whole scene" looks like without the lighting change. A dusk or dawn lit map with light showers and lightning strikes surely would work just as well without the cycle? (Still have daylight, but keep the storm just without the day/night cycle itself) When I used to be in the Gmod RP community years back we had a mapper who made a map with a day/night cycle and he ran into the exact same problem i.e. Too heavy for systems and caused server to lag like heck, this was Source Engine 2009. [Technically, UE3 base is 2004 even with the updates and release of UDK that's still 2009 so a live day/night cycle causing difficulties is no surprise] Edited February 21, 2018 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 24, 2018 Totem Arts Staff Share Posted December 24, 2018 And you guys thought this project was DEAD? Guess again! Spoiler Quote Link to comment Share on other sites More sharing options...
limsup Posted December 24, 2018 Share Posted December 24, 2018 Sooo.... Any ETA? Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 24, 2018 Share Posted December 24, 2018 I am DEFINITELY looking forward to this. I played one of the earlier versions on Try-Out's server and was quite impressed. The dynamic weather is really nice looking. When finished, this will be added to the base game, right? HIHIHI Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 25, 2018 Totem Arts Staff Share Posted December 25, 2018 (edited) 12 hours ago, HIHIHI said: I am DEFINITELY looking forward to this. I played one of the earlier versions on Try-Out's server and was quite impressed. The dynamic weather is really nice looking. When finished, this will be added to the base game, right? HIHIHI Yes, should be out in this upcoming patch. (Subject to change) Edited December 25, 2018 by BubbleTea Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 25, 2018 Share Posted December 25, 2018 2 hours ago, BubbleTea said: Yes, should be out in this upcoming patch. Great! It's like we get a Christmas present from the devs with BOTH patches! : ) Thanks, HIHIHI Quote Link to comment Share on other sites More sharing options...
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