![]() Point lighting takes a lot of trial and error. TL:DR Directional lighting is a 3D vector that points the scene's directional light color. Values of -2 to -3'ish put the center of the point light visibile in the scene, which can be good or bad, depending what props are around. You can tweak the Y values of point lights for greater control, or specific effects. There really is a lot of trial and error. Some props, like lamps, when near a light source will light up different ways. Most of the time, you don't need to fudge the Y value, you place the center of the light not ON a lightbult, but where you want the nearby lightbuld to be shining. Pont lights are actually somewhat "above" the scene, even though they default to a Y value of zero. Different props interact with them differently, as well. ![]() Point lights are not affected by ambient or directional light at all. Really weird effects happen when you have positive Y values, as it puts the scene's light below, and points up. ![]() You could choose positive x and z, but that would point the light source in front of characters, so everything you see would be shadow. Because all maps are 2D isometric, you probably always want directional light to be negative x, y, and z to some extent, so from the camera's perspective your characters are always lit. +Y is straight up, +X points to the bottom left, +Z points bottom right.Įxample: A value of points straight down in the -Y direction. If you look in the bottom right of the editor, you'll see an XYZ compass. This is the angle that the directional light color hits everything in the scene. The of the directional lighting is a vector pointing in the direction of the scene's directional light. Think of this as the color of the lights in the building. Think of it as the shadow color.ĭirecitonal light is the innate light of the scene. You'll get the Berlin campaign fine if you pledged high enough for it, but any DLC after that one will be Steam-only.ĮDIT: Although if you're on these forums, then you're probably the sort who'll be happy with using Steam with the game.Ambient lighting will be the color of everything in the scene that is NOT lit with light. Also as a reminder to fellow backers - the Steam-Free version you'll be able to download off the HBS website won't be compatible with any post-Berlin DLC. Any DLC developed after launch will require payment. Now to be clear, our Backers and Collector’s Edition Pre-orderers will get the Berlin Campaign at no charge. Map Packs (new terrain tiles and props for you to use in your own campaigns)Īll New Shadowrun Stories (created by HBS)Īdditional Outfits and Portraits for your character Here’s what we’re planning to make available for paid download after launch:īerlin Campaign (new campaigns also allow you to build with an expanded set of tiles) Elves, trolls, orks and dwarves walk among us, while ruthless corporations bleed the world dry. Technology merges with flesh and consciousness. Originally posted by Digital Blox:In terms of the DLC i have grabbed the information from my emails that was given out to the backers on Kickstarter, here is what they said regarding future content after the game is released. Magic has returned to the world, awakening powerful creatures of myth and legend. What i do know is that there is a lot of stuff going into the editor for people to build their own content with, plus they have said there will be DLC of new maps and materials for the editor to build after the release. Thats just my thoughts on it, i don't have the editor so i can't really confirm what assets are in it. What was shown in the alpha was a side mission not a core story mission. You would see certain things that you may not want to see due to spoilers in the games storyline, they have said that the game has a few plot twists in store for gamers as you go through as your character.Īlso the assets in the editor tutorials for the maps are the same as what we have all seen in the alpha gameplay video, so nothing has been spoiled there for anyone. ![]() Think about it, people who are playing with the editor would potentially be spoiling the game for themselves if the editor had more pre-made maps and locations that were important to the games story. With regards to the backers who have early access to the editor, in my opinion the reason why there is only 2 maps of the environment included for the early access backers would be to limit what you see in the game. ![]() Its really good seeing the editor in action in the video tutorials. ![]()
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