A low dungeon ceiling?

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Veleran
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A low dungeon ceiling?

Post by Veleran »

I agree with most people that dungeon rooms should be high.
Do you thing that in dungeon levels you could include one-two rooms with ceiling at the height of that in the picture?
This is 215 units high-(5 meters).
Attachments
Room_3_ceiling.jpg
Room_3_ceiling.jpg (34.72 KiB) Viewed 2007 times
Last edited by Veleran on Sat Oct 29, 2005 8:46 am, edited 1 time in total.
Veleran
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Post by Veleran »

The modified version is this,with the ceiling at 630 units high(16 meters).
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Room_3_ceiling_02.jpg
Room_3_ceiling_02.jpg (26.95 KiB) Viewed 2005 times
Last edited by Veleran on Sat Oct 29, 2005 8:48 am, edited 1 time in total.
Veleran
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Post by Veleran »

Another one.

I cant get the lightning look right yet-

I have placed many lights with radius of 250-350 to break the shadowy parts a litle,without placing fires nearby.

im missing floor brazier models to place in flames to make the lightning look more natural.



even if i make and add details like rubbish,sculls,bonus health,gold,monster generator lairs and etc...
i think i could not match the other top titles of the kind.

the scenario is simple hack n, slash like gauntlet,and i dint use many logic gates and triggers for multiple events.
Last edited by Veleran on Sat Oct 22, 2005 11:12 pm, edited 1 time in total.
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ZenBudha
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Post by ZenBudha »

Very nice screens and I say suit your own taste but I do think that the high ceiling look a little cooler but not necessarily better.

Really I think it should depend on the scheme of the level. A great hall should be a great hall and other areas such as corridors etc should feel cramped.

All in all I think it looks great monster and all. I would enlarge the goblins shadows a little though.

For lighting you may try adding some default lighting. That will break up the hard shadows and is more efficient than adding more lights to the scene.

All in all very nice work though.
Fear not the textures for the almighty stylus is with thee - Book of Zen
Veleran
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Post by Veleran »

Thanks-I will enlarge the monster shadows.
By the way,there are nt goblins,they are kobolds-at about three feet(90 cm tall).

I already use the default light.
The default light level gives a flat twilight look-while i wanted some light contrast on the models.

i should better say that i placed those lights,more for the monsters to have some light contrast as they pass near by the lights-and i thought maybe better add models like braziers near the light sourses.
Last edited by Veleran on Sat Oct 29, 2005 8:56 am, edited 2 times in total.
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ZenBudha
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Post by ZenBudha »

You could also attach some torches to those pillars as well along with braziers on the floor.
Fear not the textures for the almighty stylus is with thee - Book of Zen
wxb1
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Post by wxb1 »

Those are very nice screen shots Veleran... Maybe when your done you could put together a tutorial or something for level design, lighting etc....
Veleran
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Post by Veleran »

ZenBudha is right,the default light level helps alot-

i needed to raise the default light during compile to 55 55 55,

and now the lightning look more symmetrical,you can orient in space more easily.

This helps to not get frustrated and bored sooner while exploring the halls.
Veleran
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Post by Veleran »

There are two rows of lights of radius around 350:

One row close to the ground which are ussually 300 radius,
and one row of similar number light up,closer to the ceiling.


The ceiling lights do not light the corners,and the wall over the exit doors.
thats mainly why it has that depth look,
and concentrate the eye to the exits,so you dont get lost easily.
Attachments
room_3_monsters_formation-1.jpg
room_3_monsters_formation-1.jpg (31.99 KiB) Viewed 2004 times
Veleran
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Post by Veleran »

The lights are yellow in color in the editor,the monsters are dark red .
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Dungeon_1_editor_00.GIF
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Veleran
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Post by Veleran »

My brother manolis told me that in real life a room like that would have arches to support it,so i changed.
At the center of the room,the ceiling is a vault-although the light does nt reach the top.
The vault is made of meshes similar to terrain-these triangular boxes.

I have raised the gamma of the engine and the hud looks a little washed out-unless i darken its bitmaps.

Still i have to add floor brazier lights.
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Arches_520.JPG
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federico
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Post by federico »

really really nice work, eleran. Can you make a video so we can see that magnificant green monster moving around your dugeon? :D
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jonas
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Post by jonas »

Did you add the Arches with Rfeditpro or are the models?

Oh yea Nice work! :P
Jonas

Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack
Veleran
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Post by Veleran »

The arches and whole geometry are made in max,and are exported bt running a max script called map exporter.
i found it in scriptspot.


Be carefull:
All geometry faces must be snapped to grip,and since i cant snap anything in max,i move objects and vertices by entering the move and rotate values in a max tool window called:"transform type-in".

The arches are (arrayed)boxes placed one after the other to a line,
grouped,and edit meshed.

This means i pulled down the bottom row of vertices,until they made the arch.

The dome is made of simmilar way,i just used modified boxes that looked from the top like a triangle.


This means i took a box of 100-100-100,
welded the two corners to the others,cloned it,rotated it so it so its diagonal edge will touch with the previous one,
Then i cloned and placed them to edit them like in the pic.
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dome_00.jpg
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Veleran
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Post by Veleran »

Here it is without the dome ceiling.
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dome_01.JPG
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