Level transitions in SoM , and lighting

#5
Making a new post in reply to my last theory on how to workaround that 'pop' warp. Basically, I ran a few tests trying different methods, and it wasnt feasible... It seems that the draw distance may in fact affect the lighting in the level. I know that sounds strange, but no matter how hard I tried it wasnt possible to achieve the same lightness as the next level. It could be that the fogs 'trail' had something to do with it, anyway I think I'm going to stick to varied lighting and let players pretend its their characters eyes 'adjusting' to the new lighting? ‎  Badteeth
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Re: Level transitions in SoM , and lighting - by Verdite - 2014-05-12, 12:57 AM



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