I got problems with my Snowfallcanyon map

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: I got problems with my Snowfallcanyon map

Post by papercoffee »

FraGnBraG wrote: *edit* actually, i think you have to name it "screenshot" :)
Image .......no comment ....Dammit!! I forgot the simplest things!!!
User avatar
FraGnBraG
Inhuman
Posts: 930
Joined: Sun Jun 13, 2010 5:13 pm
Personal rank: Good news everyone!
Location: Canada
Contact:

Re: I got problems with my Snowfallcanyon map

Post by FraGnBraG »

oh, another thing i noticed was the lighting used within the underground bases - you have used plain white-light (64-0-255-64R aka "noob-lite" settings) to illuminate from the light sources... If it were me I would (at the very least) change all of these to small radii high-bright at the source (example 8-10, and brightness of 100-120) and add a second light out from the source a bit with lower brightness and wider radius (maybe 50-60 bright, 32-40 rad). For color, choose a hue/sat that compliments the surrounding texture/colors, but not the exact colors. The blue base should feel a bit "blue/cyan" and the red should feel a bit "red/amber", but not be over-saturated to cause an all red or all blue appearance. Hard to explain, but you should "color" those those plain-white lights a bit.

ps - For the tubelight meshes I would add an embedded light right inside the tubelight mesh and set this to a corona of size .2 or .3, 0 bright and with a radius of 15-16. The hue/sat of the corona would be set between the light source's first and second lights hue/sat settings - this makes for a nicely blended light.

Anyways, a few more thoughts for you...



So for each light source you use a three-light system (CORONA + ILLUMINATOR + AREA light). For coloring these lights you try to achieve a "blend" of hue/sats that compliments the textures around the light source area.
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: I got problems with my Snowfallcanyon map

Post by papercoffee »

My brain is smoking now.... :omfg:

Edit---------------------------------
Now I see what you did ...I never thought a lift-exit and alternate-path etc. can be used this way.
Maybe I can send you my old map DM-GangWar-Rocketfight and you can say me how to set the path-nodes so the bots will jump and fight in midair.

The lights ...well I want to finish this map ...I respect your advice (because you know what you are talking about) but I do not have the time to alter the lights. If this light is not to eye scathing I wont to leave it like it is
User avatar
FraGnBraG
Inhuman
Posts: 930
Joined: Sun Jun 13, 2010 5:13 pm
Personal rank: Good news everyone!
Location: Canada
Contact:

Re: I got problems with my Snowfallcanyon map

Post by FraGnBraG »

ah don't worry - the lighting is fine except it was too dark outside - lol, i always use a lot of lights when mapping (except, erm, in a 300k map cause every light costs you K's :) my current map has about 5000! yeah, get that map of yours released dude so XYZ can do his judging stuff !!!!
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: I got problems with my Snowfallcanyon map

Post by papercoffee »

ok now I have to fix the unaligned rock textures and I am ready ...A read-me oh and it seams I have to retexture the trees with the textures already inserted to the MyLevel pack ...The trees refer to the outside utx pack ...not to the MyLevel pack. Somehow it make sense.
User avatar
Sergeant Todd
Adept
Posts: 407
Joined: Mon Mar 03, 2008 2:09 am
Personal rank: Retired Jedi
Location: Ocho Rios Jamaica
Contact:

Re: I got problems with my Snowfallcanyon map

Post by Sergeant Todd »

FraGnBraG wrote:ah don't worry - the lighting is fine except it was too dark outside - lol, i always use a lot of lights when mapping (except, erm, in a 300k map cause every light costs you K's :) my current map has about 5000! yeah, get that map of yours released dude so XYZ can do his judging stuff !!!!
Yes, but those color shock rifle rounds looks so pretty in that night sky! I liked the map regardless. :gj:
Sergeant Todd
---------------

"I miss Olmos & BG, as a matter of frak'd!"
Isotoxin
Adept
Posts: 285
Joined: Tue Mar 15, 2011 5:01 pm
Personal rank: Mapper
Location: Belgium

Re: I got problems with my Snowfallcanyon map

Post by Isotoxin »

Still having problems with this?
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: I got problems with my Snowfallcanyon map

Post by papercoffee »

nope ...http://www.ut99.org/viewtopic.php?f=5&t=3128 ...but thanks for asking. :D
Post Reply