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WIP in WIP, post your level screenshots!


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Posted

Oh yeah I totally get what you're saying fmpone. I reduced the atmospheric values for the spotlights since (from 1 to 0.25) and it looks way better now while still having a slight hazy look. Thanks for the feedback!

3Dnj, on the contrary I find Spark really simple so far. I mainly use the line tool with the perspective view and pretty much nothing else for the moment save the occasional rectangle. Or you're maybe talking of gameplay design and on this case I agree, designing a good NS map has always been really hard and I've failed many times.

Posted

Yes I talking about gameplay. I have a plan of map for ns2 (I have tons of plan of map I will certainly not make) but I think it's hard to make an equilibrate map because of the two team differences.

Is already hard in TF2 so... :v

Posted

That looks great in general, but I agree with FMP. If you'd tone down that fog and bloom quite a bit it'd feel a lot better probably.

Right now it's easy to point it out as a separate element, if it was just subtle enough where you can't really tell it's there, but it makes a big difference if you remove it I think you've hit a good spot.

Posted (edited)

True, true. I have toned it down since and it looks a lot better, but I still have a small issue.

This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor?

Edited by Skacky
Posted (edited)

True, true. I have toned it down since and it looks a lot better, but I still have a small issue.

This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor?

I'm pretty sure bloom is permanent, iirc

Experiment with different color tones and lower brightnesses to compensate? Just an idea

Edited by FMPONE
Posted

Nor really impressive but juste a start from the """"remake"""" of my first source map on cs go. i will use some black mesa content :

2012-12-19_00001.jpg

This shot had me thinking "Quake 2" for a moment before I really saw what it was. The colours.

Posted (edited)

Just a small one-day project I made for university- nothing innovative

Like that a lot, is that Insurgency content or your own or both? The only thing that looks a bit off to me is the "wires" coming from the broken archway, they look a little too thin imho.

Is that supposed to be Al-Sahrij in Morocco btw?

Edited by D3ads
Posted

This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor?

Click "Perspective" and then make sure "Show Post Processing" is unticked. That will turn off bloom and atmospherics and so on. If the effect you are talking about is still there, it's probably the level fog. You can edit that using the fog controller entities, but I don't remember whether or not your changes will show up in the Editor.

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