Level transitions in SoM , and lighting

#4
Much appreciated.

I'm not used to loading screens in a KF style game though ‎  Smile

Its just a trade off I suppose. Either its a sudden pop into another level, or do away with the varied lighting. Having said that, I could do consisent lighting, but use lamps to create a brighter scenario, though it wouldnt feel natural when having the same coloured sky.

The only other thing I thought of doing was increasing the draw distance significantly for outdoor areas - its more than double right now. Also, adding lighter fog might just do the trick, but its a gamble...

Example

consistent lighting
lighter fog, at 0.5 fog range outdoors, 27.5 draw distance
darker fog at 1.0 fog range indoors 10.0 draw distance
no fog when warping (if done correctly)
Reply



Messages In This Thread
Re: Level transitions in SoM , and lighting - by Verdite - 2014-05-11, 09:50 PM



Users browsing this thread:
1 Guest(s)