Ald?z wrote:
It seems that vrad hasn't done any light bouncing. The ceilings are black. Will post a screenshots when I get home.
Ahh, I see what you're talking about now. Like I said, I experimented some with lighting but not much. I tried using spot lights but couldn't get the effect I wanted. I tried using cube maps on those ceilings but they looked terrible and I wanted them to have a "matt" finish (ie. not shiny). I even added my own "bounce back" lights but then the shadows got all fubar. I wanted this map to have some dark areas and everything else looked __too __bright so I settled for what I had. I have a lot to learn about lighting.
If it is vrad, does anyone know what I can do to correct this?
taco wrote:
Every reflective surface in a map will use the closest cubemap for reference on what to reflect, so if you only have a couple cubemaps, things that are far away in areas that are lit differently will have very screwed up looking reflections on them.
When I added cubemaps with that in mind it seemed like i needed quite a bit of them and my map file size more than doubled. I don't really understand how the reflections work. It seemed like cubemaps from one room affected walls and ceilings (which I wanted not to be reflective) from another room and I wan't sure how to control them. So i opted to keep it simple and just tied the cube maps to the water textures.
Ralen wrote:
1) is that in some places when there is a portal placed on the floor, the grid lines of the floor paneling are visible across the portal's opening
Could post a screenshot of what you mean? Is it happening where the stairs collapse?
Ralen wrote:
2) is that walking down the stairways seems kind of jerky. I don't know anything about mapping, but I think there should be a way to smooth it out some
I actually wanted there to be some bouncing when the player walked down stairs. I originally had an invisble "ramp" over the stairs but then it didn't feel like you walking down stairs. When I placed the steps closer to each other it mellowed out the bounce but looked bad. I probably should have some math on these. I do plan on using the stairs again so next time I'll do better. I know... "some bounce would be fine but this is a bit too much" and now that I think about it, I have an idea or two that may mellow out the bounce and still make the player feel like they're walking down stairs.
Thanks again to everyone for the kind words and very constructive criticism. It was a great learning experience. I had fun making this map; I hope you have some fun playing it.