Its not nearly as good as the sky demo. I might need the help of my fellow mapsters to fully flesh out this environment. The main issue is creating the feel of actually being underwater. If anyone knows how to create some global distortion effects that would be awesome.
This is what i did:
1: Lighting Editor:
Back - diffuse multiplier to Zero
Fill - diffuse multiplier to Zero
Key - diffuse and specular multipliers to Zero
All of that removes any sort of shading and lighting. You dont have a shadow at deep sections of the ocean.
Now, Global - Ambient Color. Set the color to w/e. i picked blue, 35/38/195.
Global - Emissive Multiplier. Set to w/e or dont change at all. I like glowiness so i set it to 6.46.
2: Data Editor:
Terrain Texture Sets tab. Go to your tileset (i used monlyth)
Change fog color to Black
change density to .5
Distance falloff - 2
Distance Far - 2
Distance Near - 2
Fog Falloff - .08
Fog Starting height - -30
This creates the deep sea darkness if you want to make things get darker when you go down. Adjust to your liking.
3: Doodads
Lots of Wind Emitter Medium, set to the color Blue. Edit the doodad's individual properties to set color. Put the wind doodads in a grid form to cover the map in them to create a sea current feel.
Monlyth brush LoS blockers. These should probably be made into a new doodad to remove the LoS part, but i didnt bother.
Rocks.
In hindsight, i probably should have added Hammer Ray bird doodads. Oh well.
anyway, need some distortion to create water feel!
From this point forward, be sure to manually select which map you want to DL in the project page. One is completely underwater and blue while the other is shallow water with land.
Nice work, acidragoon. Seeing what you've done with the editor has actually made me want to go back to working on an epic RPG. I might end up using what I've seen here for various areas, who knows.
Nice job. I was actually thinking how cool it would be to have a map like this while I was working on my air bubble.for outer space. I'm curious, how do you make it so the UI isn't affected by lighting, because mine always gets warped by my lighting changes?
Hey, regarding your underwater map, have you tried playing dynamically with the depth of field options for player camera's, it probably wouldn't be that beneficial for a top down view but if the camera could get more freedom to move in 3 dimensions, it would help to some degree with creating the underwater feel where things become more visible and less blurry and blue the closer you get. Some triggers would help to set it up for you.
Another thing that might help, is there anyway to filter/mask the lighting with a texture?
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Well i'm back with more lighting fun. This one is underwater
http://www.sc2mapster.com/maps/underwater/
Its not nearly as good as the sky demo. I might need the help of my fellow mapsters to fully flesh out this environment. The main issue is creating the feel of actually being underwater. If anyone knows how to create some global distortion effects that would be awesome.
This is what i did:
1: Lighting Editor: Back - diffuse multiplier to Zero Fill - diffuse multiplier to Zero Key - diffuse and specular multipliers to Zero
All of that removes any sort of shading and lighting. You dont have a shadow at deep sections of the ocean.
Now, Global - Ambient Color. Set the color to w/e. i picked blue, 35/38/195. Global - Emissive Multiplier. Set to w/e or dont change at all. I like glowiness so i set it to 6.46.
2: Data Editor: Terrain Texture Sets tab. Go to your tileset (i used monlyth) Change fog color to Black change density to .5 Distance falloff - 2 Distance Far - 2 Distance Near - 2 Fog Falloff - .08 Fog Starting height - -30
This creates the deep sea darkness if you want to make things get darker when you go down. Adjust to your liking.
3: Doodads Lots of Wind Emitter Medium, set to the color Blue. Edit the doodad's individual properties to set color. Put the wind doodads in a grid form to cover the map in them to create a sea current feel.
Monlyth brush LoS blockers. These should probably be made into a new doodad to remove the LoS part, but i didnt bother.
Rocks.
In hindsight, i probably should have added Hammer Ray bird doodads. Oh well.
anyway, need some distortion to create water feel!
That's awesome, you've done a really good job with that! I can't wait to have a look your example map :D
You forgot the shark doodad :(, and btw can you make some water at extremely height water to create an illusion of shallow sea ?
Or i could actually make shallow sea
http://www.sc2mapster.com/maps/underwater/files/2-land-and-water/
From this point forward, be sure to manually select which map you want to DL in the project page. One is completely underwater and blue while the other is shallow water with land.
Nice work, acidragoon. Seeing what you've done with the editor has actually made me want to go back to working on an epic RPG. I might end up using what I've seen here for various areas, who knows.
Anyways, thanks. :)
@acidragoon: Go
Nice job. I was actually thinking how cool it would be to have a map like this while I was working on my air bubble.for outer space. I'm curious, how do you make it so the UI isn't affected by lighting, because mine always gets warped by my lighting changes?
@Mienk: Go
UI are actual model, they get affacted by general map lightining. You may opt for a custom one
Hey, regarding your underwater map, have you tried playing dynamically with the depth of field options for player camera's, it probably wouldn't be that beneficial for a top down view but if the camera could get more freedom to move in 3 dimensions, it would help to some degree with creating the underwater feel where things become more visible and less blurry and blue the closer you get. Some triggers would help to set it up for you.
Another thing that might help, is there anyway to filter/mask the lighting with a texture?