22 (edited by lagueriniere 2008-01-29 17:47:03)

Re: Researchs in Anchorhead.

a siloquette ? what that's?
it's not a silhoutte? i dont know this word... and i can't find a translation, what that is exactly?

http://apu.mabul.org/up/apu/2008/02/22/img-18455166c2b.png

Re: Researchs in Anchorhead.

I mean where you stand in front of the sun and you have a black shape because of the contrast of a setting sun and an object in front of it.

Like so...

http://photo.net/general-comments/attachment/2225504/silhouette.jpg

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
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24 (edited by lagueriniere 2008-01-29 18:30:19)

Re: Researchs in Anchorhead.

yes i have found what siloquette say, it is indeed a silhouette from Mr Silhouette, but i thank you...

I return to the subject, now that I can understand it big_smile, you are right, I made the ground little darker than objects, if i made not this, the objects will seem floated on the ground, but I it board makes a little too dark... sorry and thank you.

and about the game mode?

http://apu.mabul.org/up/apu/2008/02/22/img-18455166c2b.png

Re: Researchs in Anchorhead.

Nice map, but the shadows are really too black after my fancy. Well, with these black shadows, you have a reason to use your binoculars ^^ It has a slight night vision sight.

http://img-up.net/img/Mos_Espa_SVPzW3.png
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Re: Researchs in Anchorhead.

night vision binoculars  would be awesome. Great reason to use them.

http://www.fsmod.com/stats/fssig.php?player=btcc
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Re: Researchs in Anchorhead.

thank you for your comments but i dont think the shadows are too black, just that they are too black by ratios with those of the objects... i like my shadows, leave them in peace!!! lol

and about the gamemode???

http://apu.mabul.org/up/apu/2008/02/22/img-18455166c2b.png

Re: Researchs in Anchorhead.

I've just had a quick wander around the map, and I've got to say that what everyone is saying about the shadows, or more accurately the contrast, is true - it's way to intense.

I understand what you're trying to do with the nature of how shadows are cast at sunset/rise, to give it that dramatic look, but what you forget is that the Battlefield engine is not able to display such high contrasts realistically, as your vision does not adjust itself to the light and shadows as it would in real life (as Valve developed for Half-Life2 Episodes 2 & 3).  Which is why you need a certain amount of ambient light to see what you're doing, not much, but just enough to make out contours and shapes.
I'm afraid I can't really comment on the gameplay of the map, as I'd need a few other players in there with me, but I really like the idea :-)

http://i231.photobucket.com/albums/ee79/cunningmunki/Rebel_Rank_jpg.jpg