Yandros on 4/12/2017 at 12:57
I don't think either distant art or celestial objects support animation, but I'm probably wrong.
You can darken the clouds, both cloud deck and celestial object, by adjusting the light value on their properties. You can also bake the darkness into the image itself if need be. Also, putting a cloud on a celestial object is a new one on me, although as you've found the issue with those is they don't move.
gamophyte on 5/12/2017 at 00:55
Quote Posted by Yandros
Also, putting a cloud on a celestial object is a new one on me, although as you've found the issue with those is they don't move.
Quote Posted by LarryG
Does any one know if celestial art can be animated? With, what, up to 99 frames you should be able to make an animated seamless loop.
To be clear I meant to say I was happy it didn't move. The cloud head is so far away it's not moving with the wind overhead, it's a far of place. It's awesome in game. I will have to make a GIF of it. I will test something though. Would be cool to have distant lightning. there is still the whole attaching objects to player's head thing to, but hadn't had a chance to try it yet.
Quote Posted by Soul Tear
I redesign the doors for KoI Reloaded and other my projects. Those that are there are now too modern and boring.
Awe yeah looking good! I always think I see bump mapping with your textures!
The Watcher on 5/12/2017 at 13:14
Quote Posted by Soul Tear
I like very much what I see here! :thumb:
Thanks! I do wish the particles could be launches from an arc rather than just a box or within a cylinder, so I could get the water pouring off the fountain to work properly, but with some tweaks on the model, I think I can get away with it.
The Watcher on 7/12/2017 at 14:09
Lovely texturing and particle work there, very nice!
gamophyte on 8/12/2017 at 13:54
aww yeah getting that ambience yall
gigagooga on 8/12/2017 at 21:33
I gave my new music tools a shot (
https://soundcloud.com/gigagooga/100v2) https://soundcloud.com/gigagooga/100v2
I'm pretty satisfied with it, but not sure if i did get bit carried away... Classical music like this might not work after all, unless i make it cellos/bass only (or something very low). Even then it should be carefully tailored to fit exactly the moment in the game, but then again i don't think it would be wise to have 5 minutes worth of music if it's only going to play very briefly.
What do you think?
R Soul on 8/12/2017 at 23:32
It's very nice, but you're right about it not fitting. Well, it would fit one situation - for me, the music creates a feeling of relief after going through some difficulties, or of finding hope after a tragic event. It would be fine for an end movie/cutscene, or perhaps an intro.
I think for in-mission sounds, it's best to focus on tones (or very simple sets of notes) rather than music. One example is the 'feedback' sounds we hear in the Old Quarter in T1 (sounds which are in T2 with some additions). I think that creates a feeling of tension, but it's associated with the place rather than whatever is happening.
ObservingEye on 10/12/2017 at 15:26
Nicely done gigagooga. Perhaps it could be used for cutscene music?
Working on new stuff already! Very rough so far but yeah....
This will be a continuation of my last mission and will find Garrett forced into an ill-favored alliance with a certain powerful figure. The lines that dictate who controls what territory in the City will be redrawn, while a past entity plots vengeance.
(
https://imgur.com/a/smYUz)