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Messages - Alex

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1156
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 21:19:21 PM »
If it weren't for all the light bleed, all the walls would be unlit like that because AmbientBrightness = 0. The lights in that room weren't lighting the room walls at all.
OK, now I'm confused. What do you mean by the lights in the room weren't lighting the walls at all? Once I took all the lights out, the other 3 walls went dark....

I normally don't use ambient brightness and it's never caused a problem before....

1157
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 16:09:47 PM »
The lights causing those walls to be overbright are the ones in the room below with the knocked over vending machines. They're simply leaking through the walls (again, maybe a product of how the walls are built). Use more AmbientBrightness and lights with less radius.

Saved a copy of the fixed map to Dropbox so you can see.
The problem wasn't that the other walls were too bright, it's that that wall wasn't being lit. At all. No matter how many lights I put up to it none of them would show on the wall. I'm well aware of the light bleed and I'm currently in the middle of redoing all of the lighting on the map.

It definitely could be how the BSP was built and I'll look into it.

1158
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 16:04:55 PM »
Delete all the lights in the room and set AmbientBrightness. If the walls are still bright, other lights are casting onto it. It could just be how you're building the BSP.
Yeah it's already done. I deleted all the lights and set the ambient brightness and all the walls looked the same. I then placed a couple of spotlights to show some shadows. It's not ideal but it works.

But isn't the surfaces that looked ok some kind of indication that something is wrong with the zone?
The zone is working properly as far as I can tell.

1159
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 15:54:43 PM »
AmbientBrightness in ZoneInfo. None of those rooms are using it. For whatever reason the lights in the room are bright on the other walls but not the dark one. Balance it out with the ambience and see where to go from there.

That's also a great way to edit lighting instead of using light actors. You can set the tone/color of a room and the brightness. Then just add a few spotlights in key areas to bring out the detail.
That worked fairly well. The shadows aren't that great buy oh well. I wish there was a way to fix it instead of just a work around but I guess that's unreal for you.  :)

1160
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 14:30:02 PM »
Map is uploaded so you can look at it. It's the second floor radio station.

1161
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 14:16:26 PM »
Might just be the texture. Dark textures are hard to see light. Also, you'd need to raise the lightmap setting. Also check if SpecialLit in F5 settings after selecting the surface.
It's the same texture as the rest of the walls in the room and the other walls are lit properly. No flags are selected in the surface properties menu either. I raised the light map to 1 and put it down to 128 and neither did anything. I'm out of ideas...

1162
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 03:17:58 AM »
This thread needs some use.

Why is this happening and how the hell can I stop it?



As you can see I have light actors there but they don't seem to be casting onto the wall. Every other wall in the room is fine...

1163
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Sunday, August 25, 2013, 02:27:55 AM »
Hm, it looks fantastic. I never really though about doing that.

1164
mAAp Project / Re: [mAAp] Pipeline - Maintenance Tunnels
« on: Sunday, August 25, 2013, 02:03:28 AM »
Looks great. I'm not sure how you got the lighting to look that good.

1165
mAAp Project / Re: Petrol
« on: Saturday, August 24, 2013, 14:46:01 PM »
may I make a suggestion? placing a small 1 cardboard box on the inside of both of the dumpsters (instead of big boxes) that way a player can still get in there (for cover when 1 side rushes hardcore) and the cardboard box will allow a player inside the dumpster to jump on it and exit the dumpster easily. anyone have opinions on this and killa I would like Ur opinon
That could easily be done.

1166
mAAp Project / Re: Petrol
« on: Saturday, August 24, 2013, 02:02:18 AM »
So I spent last night and some of tonight editing/fixing the map. Here is a list of what I did.

- Turned restaurant into radio station. The building on the outside is the same, just new interior. I though the restaurant was too boring.
- You can now walk behind the radio station(formerly restaurant) between it and the river.
- Fixed the train depot doors. They no longer go through the sidewalk.
- Added plank to get onto the gas pump roof from the gas station roof
- Added boxes to the dumpster behind the gas station. No more getting stuck in them. :P
- Various lighting and mesh fixes.
- Added bushes and various obstacles for more cover. Also removed some useless stuff.
- Performance should be a little bit better.

Not much has really changed to the overall look but I might make a video.

1167
Honor Claims / Re: Honor Claim
« on: Saturday, August 24, 2013, 00:38:51 AM »
Why does it bother you? It's meaningless. I believe you, but if we give one person honor with no proof we will surely have to do it for others.

1168
News / Re: Beta Test Army Combat Uniform (Digital Camo) *UPDATED TO v0.30*
« on: Friday, August 23, 2013, 02:57:41 AM »
EST. The only timezone that matters.  :cool:

1169
News / Re: Beta Test Army Combat Uniform (Digital Camo) *UPDATED TO v0.30*
« on: Friday, August 23, 2013, 02:49:53 AM »
I can test any time before 3:30pm or after 10pm.

1170
mAAp Project / Re: SAI Map images
« on: Thursday, August 22, 2013, 23:49:16 PM »
That's something I'd like to see, larger and clearer SAI images. If you get this setup, I'll take new screenshots for all maps and put them in the package.

Other concerns of mine would be all the actor icons and aliasing (I haven't tried forcing anti-aliasing in the editor but heard it causes problems).
Indeed it does. I couldn't select anything in the editor with AA forced through the AMD CCC.

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