1. My English isn't good enough to know what you meant with "view flash fade in" effect. You can't change the lighting of a ZoneInfo over time. But you can use TriggeredLight and set its Volume... properties. Don't forget to set ZoneInfo.bFogZone to true. When triggered, TriggeredLights will change their brightness. If you want the fog to go from one colour to another, you can use 2 TriggeredLights, one turning off, the other turning on when triggered.
2. My knowledge of sounds is not very profound. AFAIK you must differ looping sounds and one shot sounds. Normally you use AmbientSounds and TriggeredAmbientsounds for looping sounds and SpecialEvents for one shot sounds. Don't forget to set the SpecialEvents Object->Initialstate property to PlaySoundEffect. Looping sounds should only be used in the sound->ambientsound property (respectively the movers moveambientsound).
[RELEASED] Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 27 Apr 2011, 09:35
- TheIronKnuckle
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 27 Apr 2011, 09:53
1. My English isn't good enough to know what you meant with "view flash fade in" effect. You can't change the lighting of a ZoneInfo over time. But you can use TriggeredLight and set its Volume... properties. Don't forget to set ZoneInfo.bFogZone to true. When triggered, TriggeredLights will change their brightness. If you want the fog to go from one colour to another, you can use 2 TriggeredLights, one turning off, the other turning on when triggered.
I think it was just my english being bad actually
What I meant was, I'm looking for an effect similar to the one that happens on DM-Morpheus in UT when you fall off the edge of the towers. The VacuumZone effect. But unreal lacks this. I've managed without for now though.
The sound effect though, I've been wrestling with those for a while, I'll try what you've suggested. Thanks.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 27 Apr 2011, 11:09
My bad, I didn't know, what a vacuum zone is. So you want to change the clientflash, when dying? You can do so with TriggeredDeath, but it can only be touched - not triggered. Look for SkyTown/Na Pali Haven for an example.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 01 May 2011, 07:17
According to your screenshots I'd suggest placing some weak (20-32) pure white lights all over the place
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 01 May 2011, 08:20
What for?
Also, temporary interruption to mapping due to RL arseignments and stuff. Should be back on track in a week, max
Also, temporary interruption to mapping due to RL arseignments and stuff. Should be back on track in a week, max
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 02 May 2011, 04:42
TheIronKnuckle wrote:What for?
Also, temporary interruption to mapping due to RL arseignments and stuff. Should be back on track in a week, max
Well the lights, if you put some it would improve the overall perception of lighting/mood and accentuate depth.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 02 May 2011, 04:57
Well, I've got red lighting for the candles, and the torch is going to be dynamic. I just don't see how adding white light everywhere is going to help If I'm being stupid and missing something obvious please do explain.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 02 May 2011, 05:03
I think what he is suggesting is brightening up the map to alter the atmosphere. Dark places are scary! By adding more light (or set the zone light to some non-zero value, about 8 should do it) it will look "cozier." More light and/or zone light would also players to see just how big your tunnel is, if that is the kind of thing you are going for.TheIronKnuckle wrote:Well, I've got red lighting for the candles, and the torch is going to be dynamic. I just don't see how adding white light everywhere is going to help If I'm being stupid and missing something obvious please do explain.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 02 May 2011, 12:29
ebd wrote:Dark places are scary!
Only if done right they can be potentially scary. I mean, hi-quality scare effect.
And definitely also when your set of maps is constantly serious atmosphere-wise.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 02 May 2011, 14:18
ahh, I think I see.
Ok, basically what I want is pitch black in the tunnel. No brightness at all. For sure. It'll make sense in game once you start walking down one side of the tunnel.
For the cozy effect, I'll see if I can alter the lighting a bit more. I'm not too happy with it myself anyway. Although I do think it gets the job done as it is. I'll see...
Ok, basically what I want is pitch black in the tunnel. No brightness at all. For sure. It'll make sense in game once you start walking down one side of the tunnel.
For the cozy effect, I'll see if I can alter the lighting a bit more. I'm not too happy with it myself anyway. Although I do think it gets the job done as it is. I'll see...
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 07 May 2011, 03:16
To make it short: With some counter-lights you would avoid the Doom3 sickness!
Remember, the weakest perceived color of light is always blue.
Remember, the weakest perceived color of light is always blue.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 07 May 2011, 11:04
The Doom 3 sickness doesn't exist.
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 07 May 2011, 12:29
I'm not really going for a scary effect. Just a "weird" one.
Roughly 40% finished on the essentials, but 20% finished overall. There are arseignments and exams coming up in the near future, but I'm fairly confident I'll be able to get this done in time.
If I don't get it done on time, I'm quite happy to release what I've already got as a teaser and accept last place in the comp
Roughly 40% finished on the essentials, but 20% finished overall. There are arseignments and exams coming up in the near future, but I'm fairly confident I'll be able to get this done in time.
If I don't get it done on time, I'm quite happy to release what I've already got as a teaser and accept last place in the comp
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 17 Jun 2011, 12:55
http://www.fileden.com/files/2008/5/27/ ... edmap2.unr
unfinished, but may as well throw in what i've done so far. ENJOY!!!!
notes:
1. I didn't work out how to make sound effects play "once off" instead of repeating endlessly. It's only going to be noticable on two occasions. you have been warned. edit: actually, seems i removed the offending sound effects. you have been spared.
2. level currently has no ending
3. Was made on 227g and not tested on anything else, but i'm pretty sure i didn't do anything that massively breaks portability
unfinished, but may as well throw in what i've done so far. ENJOY!!!!
notes:
1. I didn't work out how to make sound effects play "once off" instead of repeating endlessly. It's only going to be noticable on two occasions. you have been warned. edit: actually, seems i removed the offending sound effects. you have been spared.
2. level currently has no ending
3. Was made on 227g and not tested on anything else, but i'm pretty sure i didn't do anything that massively breaks portability
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Subject: Re: Teh tentative TIK thread (WTF series A/ISV Dragoncow ;P)
Post Posted: 17 Jun 2011, 13:07
Tried playing in both UT and non-227 Unreal and it told me it "can't find class in file 'class engine.staticmeshactor'".
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