WIP Beta released Douglas Rally (Freeroam Rally Stage).

Discussion in 'Terrains, Levels, Maps' started by Danny Werewolf, Jan 24, 2019.

  1. Danny Werewolf

    Danny Werewolf
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    screenshot_2019-02-02_14-56-23.png screenshot_2019-02-02_14-56-37.png
    Asked this on Dev Screens, nobody answered...so I'll try here...

    Does anyone have any idea on how to make a behind-the-waterfall type route look decent? I was thinking of having two streams of water side by side, to give the illusion of visible water on both sides, but I forgot how to make the water look much clearer than it is. Been stumped here for a bit.
     
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  2. Insanegaz

    Insanegaz
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    If you look at my Insane testing map it has a waterfall, you could use the same settings to get the effect you want and mess around with them to get the look you want.
     
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  3. Danny Werewolf

    Danny Werewolf
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    Awesome. I'll get around to looking at that tomorrow. Kinda forgot how good Insane Testing looked anyway, so thanks for reminding me.
     
  4. krallopian

    krallopian
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    Hey I just saw this now I think! =D I don't browse the forums that much, but I had to click this! Looks awesome man, it's so tight but you show that it can be driven nice and fast! The water looks fantastic too, I love the sunlight coming through random places. If I may give some feedback, try changing the scale of the trees: Set them to be min scale 0.8 and max scale 1.5 or something, that'll really break up that "every tree is identical" look.

    I played with a waterfall on my first test map and I got it looking OKAY but I wasn't happy. Between not getting the particles to work correctly (I knew nothing about the file structure at the time) and losing the map twice, I ended up giving up.
     
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  5. Danny Werewolf

    Danny Werewolf
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    Oh, alright. If I simply do that on the forest item, will that make trees randomly bigger and smaller, or would that only happen when I place down trees?
     
  6. Danny Werewolf

    Danny Werewolf
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    cough


    Well this video now exists. Made a lot of progress on the "waterfall" section, and redid most of the trees to add more variety. You can really see that in the last section of the video.
     
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  7. Kueso

    Kueso
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    ad reverb under the waterfall is all i have to say.
    it looks good otherwise
     
  8. krallopian

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    I think it looks amazing, you really nailed the feeling of rally racing! I can't get over the lighting in the trees, it's so beautiful!
     
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  9. Danny Werewolf

    Danny Werewolf
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    I'm so confused, this is like my first map that went better then 20 feet...
     
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  10. Kueso

    Kueso
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    Me thinks its because he uses shaders
    but you are right, it is a very nice map.
    you really are hard on yourself xd
     
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  11. Danny Werewolf

    Danny Werewolf
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    Right, I'm using CarKiller's PostFX for maps that Brother_Dave haven't made Natural Lighting for yet.

    The main difference for me is darker shadows, which is what I like. I doubt it would look much worse without it...
     
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  12. DuneWulff

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    I'd suggest you load your map with no shaders. Most people who will be using your map likely won't be using shaders - so you're gonna want to see your map in the same way others will.
     
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  13. Danny Werewolf

    Danny Werewolf
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    Have you told that to CarKiller himself?

    JK. Thanks for that. You have a good point.
     
  14. DuneWulff

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    At the risk of sounding "holier than thou", it has always been my ideology that a map shouldn't require shaders or PostFX in order to look good.
    Shaders are good for enhancing the look of your game, but a truly well-designed map should look its best out-the-box. The game actually gives you a ton of leeway with editing the atmosphere of the map.
    I do it a ton when making night versions. Playing with the ambient scale, sun scale, scattering, fog, and everything like that.
    Fair word of warning though when playing with atmospheric stuff - don't save the map until you're fully satisfied, because undoing after you've saved the map... it isn't fun.
    Darker shadows would be fairy easily to accomplish using the atmospheric info. Pretty sure I actually played with doing that in the Night version of the Dust Bowl.
     
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  15. Danny Werewolf

    Danny Werewolf
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    I can't find out how to turn off the PostFX edits while still using SSAO, Light Rays and DOF...but if I do find out, I'll go ahead and look at the atmospheric settings...or whatever it is...how do I find the file for that? Guessing it's in the Library section.
     
  16. Danny Werewolf

    Danny Werewolf
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    screenshot_2019-02-06_20-34-37.png screenshot_2019-02-06_20-37-31.png screenshot_2019-02-06_20-44-22.png

    No PostFX. Tried to mess with ScatterSky and adding a BasicSun, I didn't really like it.
     
  17. DuneWulff

    DuneWulff
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  18. Danny Werewolf

    Danny Werewolf
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    Totally forgot about not saving until I get what I wanted. Now while in-editor, my game is brighter then out of the editor. I'd rather have the version in editor.

    71a620bef42f04e80190097687e35e8e.jpg screenshot_2019-02-06_23-28-18.png
     
  19. krallopian

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    That happens to me on a lot of the dev levels that come with the game. Sometimes if I don't hit F11 until everything is loaded it works. Other times I Just have to edit the scattersky and it fixes it.

    Here's some great info for learning how the lighting works in the game:

    https://torque-3d.readthedocs.io/en/latest/world/scattersky.html
     
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  20. MilanKD

    MilanKD
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    If you need someone to do a trailer hmu before release
     
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