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Topic: Lights |
Torq2 |
General Member Since: Dec 28, 2012 Posts: 50 Last: May 23, 2015 [view latest posts] |
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DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Monday, Mar. 17, 2014 06:30 am |
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The flickering is going to be a problem. You have two basic choices. One, use an effect, but doing it this way really doesn't give the player the effect of an actual flicking light with true shadows. Or two, using the method of covering up the dynamic light using another brush or a shadow brush, moving the brush over the light, quickly, then removing it quickly. Unfortunately, I would say the simple method would be to just use an effect. Save you lots of time and headaches for such a simple game effect most players won't even care about.
As for the ghosts, I have used them before in two maps I've done. They weren't the greatest but it worked well enough to get the idea. I used a custom texture of a zombie image, and masked out the background obviously so only the figure was visible, and then dropped the transparency of the image to less than 50%, all in photoshop and then I used a script to hide and show the texture/brush of the image, making it look like it disappeared and reappeared. it wasn't the greatest, but it worked for the effect I was trying to achieve. Hope this helps. But, yes, both are possible. |
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Torq2 |
General Member Since: Dec 28, 2012 Posts: 50 Last: May 23, 2015 [view latest posts] |
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DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Mar. 19, 2014 06:23 am |
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Well, don't get me wrong. Making a map that actually looks and feels real, is a big deal. People notice, they do. So, when I say that nobody cares, I don't mean, don't take the time to make the map epic, DO take the time to make it epic, all I'm saying is that, I don't know how many people will actually respect the work that went into it. You know, notice your efforts. But, for the people who do notice, it's recognition and respect.
I always spend a lot of my time on the maps audio. I think the audio can make or break the map. If you do well on the ghosts audio, it might put you over the top and not even need the other effects. It should be gritty, so make sure you have decals, and lots of them, great audio and lots of map effects, like dust and grime.
Find a way to make the player doubt what he saw, but don't make that doubt constant, make it random doubt. Meaning, if you use ghosts somewhere, make sure it doesn't always happen in the same place, every time. Find a way to create random player doubt. |
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Torq2 |
General Member Since: Dec 28, 2012 Posts: 50 Last: May 23, 2015 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Mar. 19, 2014 03:55 pm |
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Hi Deek,
I didn't mean I wasn't trying, just that there are a lot of maps around which clearly have not taken much effort.
Sometimes I spend days over small details and wonder if I am wasting my time.
I find with the decals I am always getting an error message saying they are floating. It doesn't seem to stop the map from running, but it is annoying.
You are right about the sound it does make it come to life. I am running some water at the moment and haven't put the sound on yet and it seems flat.
I just wish I had a lot more knowledge of the workings of radiant, but I guess it takes a long time to learn it all.
regards Rob |
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DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Mar. 19, 2014 08:14 pm |
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The best way I have found to use decals is to CTRL+SHIFT, which only selects the face of the brush. Then go to the drop down, PATCH> Faces to Terrain. This will make that face selection a patch, and you can match your wall or brush to exactly your face and not have any offset, thus not throwing any errors. So basically, once you've made it a patch, you just give it a decal texture and you're done, maybe a few minor tweaks with sliding the texture around using the S [Surface Inspector]. Most of the time I'll select many faces, then make all those selections terrain using this same method. That way you can make the wall a bunch of different decals. Sometimes if there are many brushes making of that terrain patch, I'll make them a group, so later I can select them all easily, duplicate them and lay another patch over them again. I also make them detail [the group], just to cover may bases.
I don't know if you are familiar with this method, if so, just disregard, if not, you have something new to try.
Floating usually means that, the terrain patch you have made a decal hangs off, or is technically floating, and not laying on the brush face, or it could even be overlapping just a .05 gap somewhere. Sometimes I have even gotten it because it was placed across more than one brush at a time. |
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TrikX |
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General Member Since: Jul 7, 2012 Posts: 129 Last: Dec 31, 2016 [view latest posts] |
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Torq2 |
General Member Since: Dec 28, 2012 Posts: 50 Last: May 23, 2015 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Mar. 21, 2014 12:18 pm |
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Hi Deek,
I am really annoyed with myself now. I knew the method you suggested, but had forgotten it.
I have spent hours covering the walls with terrains patches and trying to jig them around windows etc
I have changed all the patches to your method now.
Regards Rob
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Torq2 |
General Member Since: Dec 28, 2012 Posts: 50 Last: May 23, 2015 [view latest posts] |
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TrikX |
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General Member Since: Jul 7, 2012 Posts: 129 Last: Dec 31, 2016 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Mar. 21, 2014 08:20 pm |
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I can't explain it in idiot terms cause it's not that easy to explain every step of making an effect, there are a lot of things to do, so i just made one for you.
Download Flicker Light Effect Here
And i have set the range to 900 units, so it will not be visible outside that range, but you also don't need more for an light bulb.
Also it prevent's you from getting errors with infinite range!
If you wan't to change something with it, like color, range, delay and stuff, just open up CoD4EffectsEd and open the effect in it, then play with values in there! ;)
I hope that helps! |
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