First full version is done. Now I just have to work on framerate and lighting. If anyone wants to look at it, it's Heretic 1.0 in my files. Play with Classic Settings for the best experience. The map is scaled for 90% movement, 120% jump, no abilities
There was no reasoning in your answer, instead you stated a "fact", which was none, that comfortably dodges the questions without giving a normal, senseful answer. It seems weird to me you would do this, since we've been knowing each other for quite a while now. Anyways, I was/am simply interested in your reasoning behind the golden arches, there was no feedback given. That's why I don't understand your kind of miffy answer (I obviously can't tell over the internet). With that being said, let me add my point of view. I've seen two pictures of your map, it seems like a cool looking, dark, castle- and fantasy-themed environment, which is still based on realism. The thing with the arches is they don't look like they are painted, but rather are given the colour by an invisible light source. One reason of why you coloured them like so may be to highlight something. But what? The arches themselves? Wouldn't it look better/make more sense, if you deleted the light to give the white colour I see on the arch in the background more presence? Another option could be to give the arch including the pillar a different texture for it to stand out more. I'm thinking of messy gold, which I think would suit the map really well. You would have the same effect without the kind of off-putting brightness. The third option would include an actual light source like so. You would have to get creative, but something along that example could definitely suit this type of environment. Good luck with this project! I like, what you've done so far. Thank you for this random fact. ^^
Could it just be that he likes the look of the light, but finds the inclusion of a light source too cluttered?
You were asking why there was no light source, and I gave my answer. Not all lighting is logical, because maps in Halo would look like **** if all lighting had a source. Just have a look at Oblivion. About half of the lighting "doesn't make sense", yet it is probably the best lighting in any forge map so far. --- Double Post Merged, Jun 26, 2017 --- well maybe that's why your maps look like ****, same with eggshampolls
Having no logical lighting doesn't make it better, necessarily. In most cases it looks off. Just check the homogeneity and interaction between your highlights and the overall map, that's all I'm saying. Right now, to me, it looks off, that's all.
A ton of people have told me they've been listening to my commentaries lately, more than I thought would. I'll try and record that podcast this coming weekend and we'll see how people like that.
Ive been thinking a big problem with lighting in forge is not being able to turn off the sharp reflection from light sources. With this the value of point lighting could be improved tremendously. (The only real option we have now is using low fall off ratio with increased length against objects of low reflectivity) For instance to use lighting as a way to brighten an area but make it seem as though there is no random source of it floating in mid air. I'd like to use point lighting to brighten an area and appear as though my more subtle point/source lighting is doing that work alone for a more natural/accurate feel. I dont know if that makes sense to you guys but it does to me. Also another random thought; we have all of these REQs that make the base weapons stronger but nothing that decreases their performance. Imagine a selection of weapons with nerfed characteristics. <3
Lighting tutorials are badly needed. So many people (me, lol) don't even really know the basics, much less understand some of the more complex methods some people use.
Makes sense. You want "ambient" lighting that is controllable, and then you want to add lights where accents are needed. Really wish we had this.