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)
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Re: Level transitions in SoM , and lighting - by Verdite - 2014-05-11, 09:50 PM



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