http://xboxclips.com/Frantjc/96a68cb4-78cb-46c2-9491-cd866a0e5b18 Needless to say, Longshot and I have been playing Bio a little too much Also, rekt scrub @iTz Longshot Edit: round 2 http://xboxclips.com/Frantjc/8ecc9311-f494-421f-b57d-c26f35d4293e
Well while we're at it @Erupt I felt like half of my day was playing 1v1 and it was pretty awesome. Did i win any? http://i.imgur.com/LsaDvxU.gifv
Maps are looking nice guys. I need to get back to 1v1 grind here eventually. It sucks you couldn't fix the lighting without doing that erupt.
It is the best. Do it at night and it is even better. --- Double Post Merged, Apr 5, 2016 --- Reads post "thinks i did it before salty with optic prison. Cries for never getting any credit for stuff"
I am joking. Salty and I have done a lot of experimenting with lighting. I recommend just turning light baking off on everything down there and using spot lights. It tends produce the best look down there.
I'm assuming that's the only place you can do that? Cuz when he was showing me his map he told me he unbaked the lighting on all peices & so I tried it on Trestles which is over the water on Alpine & I had too many peices just turn black.
Depends on the map open maps like trestles are incredibly difficult when it comes to this method. You need to use terrain ramps to block the sun and then try to make invisible lights look natural. Indoor maps always tend to work. But there are some just god awful spots on Alpine and Parallax. If your pieces are dark it is either you have something creating a shadow that has light baking on or it is just ****ed but invisible lights usually fix stuff like that. Open maps are incredibly difficult lighting wise. That is why have been experimenting with chromas and trying to make man made skies.
Yeah, Trestles almost wasn't a thing when I got to the lighting process. I can't remember how I did it but it came out ok in the end.
I have had no success with open maps in this game so far. I know with terrain you have to turn some stuff on and other **** off and it will look the same. I wonder if anyone has made a list of the most efficient objects for lighting? Someone should.
What I like about terrain is that most of it can have baked lighting off & that makes a massive object really light on the lighting budget.
Terrain is nice and the ramps are the best for blocking the light source to produce more consistent lighting.
The indoor maps I've been making have been boxed in with the 256x256 floors and seem to be blocking light just fine. I don't know what's the biggest object to use.
It is not about the size as blocks don't work as well terrain ramps or rock cliffs. From my experience they don't actually fix the actual issue. The issue at hand being patchy lighting.