Not sure if in right section of forum, but anyways i have a question, the attached images is suppose ta be of a cave so i'm wondering does it get too dark?
From a terraining perspective, if this is meant to be a playable area, it is too dark. You could tune the lights to something darker than day light, but still be able to clearly see units and stuff. If you cannot clearly see, this is a gameplay problem. As a comparaison, remember the "Left to die" map with day/night cycle, well you get the feeling that it's night, but you still clearly see.
They made a forest with 200 trees, and then they made the same one with half and it looks almost the same. You get the same feeling of forest without having to use that many trees. Same goes with lighting, but for visual ease, you don't have to make the screen black to show people that they are in a cave. If the terrain is well made and the lighting is just enough "darker than usual" they will understand.
You could use different techniques to amplify the idea of beeing in a cave such as DrSuperEvil suggestion to attach lights to some units which will show the player the different between what is bright and the rest of the map beeing darker.
You could make the camera slightly closer to unit, just like if it had to be "in" the cave with the units.
You could make the map with a black mask instead of grey one so the top of the cliffs are not revealed when passing nearby.
You could do terraining to add glowing stuff like, burning stuff that lights the paths... maybe it's a special building that scv build that are kind of firecamps or light spots so you can see along the ways...
But in the end, that lighting to me is too dark. It's very hard to see anything.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Could always give them a query response that finds other light actors and gives a status increment to the light which is used to scale the actor down if there are too many nearby.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
You lost me at query response o.O so the way it currently works is i've just attached a light omni white large to all units via the actor of each unit, it's better when there's larger units, just not infantry so maybe increase their radius to space out the light reducing it's grouping and making it 'appear' less bright?
Could do. Could also use multiple smaller lights in a ring around the unit. There are also event actions that can adjust the properties of lights.
Query responses are like search area effects but for actors. The one most commonly seen is the tree killer used by some effects like the colossus weapons or nuke impact. You set up the events to query a Region type actor and any actors in the region that meet the terms of the query response can then send events to the target or casting actors. In the case of the tree killer it sends a signal to the tree doodads to make them play the death animation.
Hey DrSuperEvil tried to do the response query stuff (your tutorial is really good, like really really good)) buuut no matter what i do (i've tried scaling the model, increasing opacity, plus some other things that i can no longer remember) it doesn't seem to improve the brightness problem I think that the actor might not be working in the response query stuff but i'm not sure o.O
Opacity does not work with lights, only changing the scale. Even 0 opacity models still emit if they have a light source (useful in that you can have a hidden floodlight model as a light source and make custom composite visuals). LOTV has added actor events that are meant to adjust the falloff properties of lights but I have yet to find time to test them.
I would have to see what you are doing with the query response to know what is going on.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
How about adding a custom skill or custom triggers, which allow you (player) to turn on / off the light source if they think the room is too dark / bright.
How about adding a custom skill or custom triggers, which allow you (player) to turn on / off the light source if they think the room is too dark / bright.
Problem with that though is that in the cave it's flatout too dark so having light is a must buuut tooo many units close together makes it difficult ta see cause it's so bright, would be a good idea fer an rpg style a map, might use that idea in a later map o.O
Opacity does not work with lights, only changing the scale. Even 0 opacity models still emit if they have a light source (useful in that you can have a hidden floodlight model as a light source and make custom composite visuals). LOTV has added actor events that are meant to adjust the falloff properties of lights but I have yet to find time to test them.
I would have to see what you are doing with the query response to know what is going on.
Holla peeps,
Not sure if in right section of forum, but anyways i have a question, the attached images is suppose ta be of a cave so i'm wondering does it get too dark?
thx guyz
You could always attach an omnilight onto the units so stuff close to them looks brighter.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
From a terraining perspective, if this is meant to be a playable area, it is too dark. You could tune the lights to something darker than day light, but still be able to clearly see units and stuff. If you cannot clearly see, this is a gameplay problem. As a comparaison, remember the "Left to die" map with day/night cycle, well you get the feeling that it's night, but you still clearly see.
It's similar to blizzard's tip about doodads here: http://us.battle.net/sc2/en/blog/20097658
They made a forest with 200 trees, and then they made the same one with half and it looks almost the same. You get the same feeling of forest without having to use that many trees. Same goes with lighting, but for visual ease, you don't have to make the screen black to show people that they are in a cave. If the terrain is well made and the lighting is just enough "darker than usual" they will understand.
You could use different techniques to amplify the idea of beeing in a cave such as DrSuperEvil suggestion to attach lights to some units which will show the player the different between what is bright and the rest of the map beeing darker.
You could make the camera slightly closer to unit, just like if it had to be "in" the cave with the units.
You could make the map with a black mask instead of grey one so the top of the cliffs are not revealed when passing nearby.
You could do terraining to add glowing stuff like, burning stuff that lights the paths... maybe it's a special building that scv build that are kind of firecamps or light spots so you can see along the ways...
But in the end, that lighting to me is too dark. It's very hard to see anything.
Working on projects:
This is definitely too dark.
Unless you want to equip lights to units and have them be a visual factor, then yes.
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Seems like my post was flagged as spam, probably because of the external link... at least now you can see my points.
Working on projects:
Here is an idea, how about adding a unit [or two] with flash light.
Such as raynor and tychus.
Or add flash light attach unit center point.
I think there is a map in the arcade with zombie theme that implement that.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
There are specific light actors you can use as attachments.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
aww kool thanks guys fer all the tips, really helpful.
Hiya guys,
so i've 'fixed the darkness problem
buuuuut it made a new one, when there's lots of units together the light is blindingly too bright
Could always give them a query response that finds other light actors and gives a status increment to the light which is used to scale the actor down if there are too many nearby.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You lost me at query response o.O so the way it currently works is i've just attached a light omni white large to all units via the actor of each unit, it's better when there's larger units, just not infantry so maybe increase their radius to space out the light reducing it's grouping and making it 'appear' less bright?
Could do. Could also use multiple smaller lights in a ring around the unit. There are also event actions that can adjust the properties of lights.
Query responses are like search area effects but for actors. The one most commonly seen is the tree killer used by some effects like the colossus weapons or nuke impact. You set up the events to query a Region type actor and any actors in the region that meet the terms of the query response can then send events to the target or casting actors. In the case of the tree killer it sends a signal to the tree doodads to make them play the death animation.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hey DrSuperEvil tried to do the response query stuff (your tutorial is really good, like really really good)) buuut no matter what i do (i've tried scaling the model, increasing opacity, plus some other things that i can no longer remember) it doesn't seem to improve the brightness problem I think that the actor might not be working in the response query stuff but i'm not sure o.O
Tutorial?
Opacity does not work with lights, only changing the scale. Even 0 opacity models still emit if they have a light source (useful in that you can have a hidden floodlight model as a light source and make custom composite visuals). LOTV has added actor events that are meant to adjust the falloff properties of lights but I have yet to find time to test them.
I would have to see what you are doing with the query response to know what is going on.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
How about adding a custom skill or custom triggers, which allow you (player) to turn on / off the light source if they think the room is too dark / bright.
My projects : The Hammer of Dawn, Noir : Automata, Noir : Evolution, Noir : Ascension, Hammer of Dawn Revamp
Many awesome projects : Custom Campaign Initiative
Something for the community : A Small Letter of Thanks, SC2mapster Classic Skin - Alevice
You got the Event: On Response - Target field set to Query Director?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg