I think some people are drinking blood or something like this...
Is that "Twilight the game" ?
I think some people are drinking blood or something like this...
Is that "Twilight the game" ?
Finally bought a PS4 2 weeks ago and started it. Loving it ! I don't understand a lot the story but nevermind, I beat the crap out of all those bosses ![]()
In 2 or 3 years maybe ![]()
Not a big update but still working on this :
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The shadow control only affect shadows from dynamic object. Better use for indoors stuff so don't use that.
The dynamic shadows will be sharp whatevere you use because you can't make them smooth or what, it's not how they work. But you can try without them, then test your spread angle with lightmapped shadow which are using the spread angle.
use the env_cascade_lighting entity and put a very low distance (default is 400 I think)
https://developer.valvesoftware.com/wiki/Env_cascade_lighting
Level Artist tasks really depends of the company itself. Imo, LA don't do models and textures, wich is the tasks of an Environment Artist, but build the levels from LD's sketch to final debugging.
In some companies, LD and LA make the layout of the map together.
You need to push the visual of your map, makes all the details and lighting (except if the company has Lighting Artist) but you also need to collaborate with Level Designers to make sure visual and gameplay go to the same direction and also make sure that LD's don't make crazy "unartable" things.
It's also full of technical constraint, you are the one who need to check collisions, navigation, framerate, etc... as you are the guy who take cares of the map.
I'm a level Artist and I'm a shitty texture and model maker (I means I have some great skills for a PS2 game :D) and also I can't draw a shit !!!
I made a small map on 1.6 with some corridor from silent hill school. Then after a minute, the sirens were yelling and the map transform into rust, all with func brush too ![]()
I'm going to scotland for holidays the next 2 weeks, so I will take a lot of pictures to improve our visuals and textures ![]()
Hell looks so good!
Well on my experience, if you have made everything to counter t-junction overflow and you can't reduce the number of func details, it means that your map have too much func_details and a map too big.
Looks like you've put optimization really far so I can't see another thing... ![]()
I don't know, we didn't think about it as there is an italian flag in cs_italy. Also they took marquis with a perfect reproduction of the tour eiffel wich is probably more iconic than the french flag ![]()
We will surely make progress but no battlefield 3 style for our map, sorry.
Orange, fiber, big city.. ![]()
I have less than 10 in almost all nothern west europe...
Still bad at this game !
The size of this path can surprise at first but the map is as big as prodigy.
Assault of Uncooked Spaghetty !!!!
Quote from 3DnjYou have to put VVIS on fast for a better optimization. When it's on fast, the partals are drawn but there is no visibility calculation between them. If you want to reduce the VVIS compilation time, you need to reduce the number of portal. 3500 seems a bit too many to me.
For the decals, are you sure you are using decal ? this happen when you use textrure that are not made to be a decal.
Someone retake this to me because I made a huge mistake, probably because I was tired or something. At the end you HAVE to use vvis on full for a better opti because in fast visibility calculation is not at it's best.
But use FAST to test your leaves as in fast and full, leaf building is the same quality as far as I know.
That's why I love Dark souls (fuck ya with your PS4
)