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hpl2:tutorials:level_editor:outdoors [2019/02/15 13:51]
darkfire
hpl2:tutorials:level_editor:outdoors [2019/02/21 12:00] (current)
darkfire [10. Summary]
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 ==== 5. Paths ==== ==== 5. Paths ====
  
-Coming back to the topic of paths; having created the outline, we need to place paths, as they will be the basis upon which the details will be made. Select a decal of choice (I recommend the vanilla grass decal, but tinge it yellow so that it looks like dirt). Check the "​Rotate randomly"​ option, and set the range from 0 to 360 degrees. Then set "​Randomize scale" from, for example, ''​1.0''​ to ''​1.25''​. Setting a constant scale works as well, just make sure it's big enough to minimize the number of placed decals and that it's small enough not to look bad.+Coming back to the topic of paths; having created the outline, we need to place paths, as they will be the basis upon which the details will be made. Select a decal of choice (I recommend the vanilla grass decal). Check the "​Rotate randomly"​ option, and set the range from 0 to 360 degrees. Then set "​Randomize scale" from, for example, ''​1.0''​ to ''​1.25''​. Setting a constant scale works as well, just make sure it's big enough to minimize the number of placed decals and that it's small enough not to look bad.
  
 {{  https://​media.moddb.com/​images/​members/​3/​2982/​2981770/​profiletutorial/​LevelEditor_2019-02-15_14-40-09-.jpg?​nolink&​202x282 ​ }} {{  https://​media.moddb.com/​images/​members/​3/​2982/​2981770/​profiletutorial/​LevelEditor_2019-02-15_14-40-09-.jpg?​nolink&​202x282 ​ }}
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 Now, the level should look roughly fine. To add some flair to it, let's place details; Just randomly slap the following models all over the place: rocks from the debris folder (submerge them in the ground unless they'​re the flat ones), the gravel and puddles from entities (or static objects) /decals and bushes or other foliage models which you have. Just make sure not to overdo it, those models of the same kind should not be clustered together too much. Now, the level should look roughly fine. To add some flair to it, let's place details; Just randomly slap the following models all over the place: rocks from the debris folder (submerge them in the ground unless they'​re the flat ones), the gravel and puddles from entities (or static objects) /decals and bushes or other foliage models which you have. Just make sure not to overdo it, those models of the same kind should not be clustered together too much.
 +
 +{{  https://​media.moddb.com/​images/​members/​3/​2982/​2981770/​profiletutorial/​Amnesia_2019-02-15_14-56-59-80.jpg?​nolink&​664x373 ​ }}
  
 ==== 8. The backdrop ==== ==== 8. The backdrop ====
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 This is a topic for a whole different article, but here are some general tips.\\ This is a topic for a whole different article, but here are some general tips.\\
 Cover the whole level with a BoxLight. Make sure it isn't too bright (''>​0.7''​),​ because it will look bad even if you're making a day scene. If you need sharper lighting, you can place some SpotLights in the sky here and there. Enabling shadows on them looks great, but unfortunately can decrease the performance significantly,​ so use it with caution. Use PointLights in the more lit areas (e.g. between trees). Cover the whole level with a BoxLight. Make sure it isn't too bright (''>​0.7''​),​ because it will look bad even if you're making a day scene. If you need sharper lighting, you can place some SpotLights in the sky here and there. Enabling shadows on them looks great, but unfortunately can decrease the performance significantly,​ so use it with caution. Use PointLights in the more lit areas (e.g. between trees).
 +
 +{{  https://​media.moddb.com/​images/​members/​3/​2982/​2981770/​profiletutorial/​Amnesia_2019-02-15_15-07-16-64.jpg?​nolink&​758x426 ​ }}
 +
 +Unfortunately,​ the MFP trees don't cast nice shadows, so I made a custom gobo from some asset I grabbed off the internet:
 +
 +{{  https://​media.moddb.com/​images/​members/​3/​2982/​2981770/​profiletutorial/​Amnesia_2019-02-15_15-18-13-42.jpg?​nolink&​739x416 ​ }}
 +
 +You can download that gobo here:
 +
 +[[https://​www.moddb.com/​addons/​leaf-gobo|{{https://​button.moddb.com/​download/​medium/​174647.png?​nolink&​}}]]
 +
 +==== 10. Summary ====
 +
 +You should be pretty much done by now. Of course the scene have even more things, like particles (I added everyone'​s favouorite ''​particles/​ps_light_dust_large.ps''​ for that fairy look, but it isn't very visible on screenshots) or some things from the next section…
 +
 ===== Man made structures ===== ===== Man made structures =====
  
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 But what about other structures ? You can create roads by elevating a texture above the grass and surrounding it with a curb; I made my curbs using the railing from castlebase and submerging it into the ground. Not the best move resource-wise,​ but for small maps it's ok. Generally, you can make a lot of stuff using planes and reusing models for something else, e.g. Use one of the square windows from castlebase to create a small fountain or a planter. But what about other structures ? You can create roads by elevating a texture above the grass and surrounding it with a curb; I made my curbs using the railing from castlebase and submerging it into the ground. Not the best move resource-wise,​ but for small maps it's ok. Generally, you can make a lot of stuff using planes and reusing models for something else, e.g. Use one of the square windows from castlebase to create a small fountain or a planter.
 +
 +{{  https://​media.moddb.com/​images/​members/​3/​2982/​2981770/​profiletutorial/​Amnesia_2019-02-15_15-40-59-24.jpg?​nolink&​662x372 ​ }}
  
hpl2/tutorials/level_editor/outdoors.1550238667.txt.gz · Last modified: 2019/02/15 13:51 by darkfire