Re: Reactor concept art
I have bloom on. That's why it looks a little too bright.
Unvanquished is an open-source FPS game featuring team-based strategy and RTS elements, pitting humans against aliens in a futuristic setting.
https://forums.unvanquished.net/
I have bloom on. That's why it looks a little too bright.
Our bloom is good and should default to enabled on high quality settings, so we should take it into consideration when adjusting specular and lightmaps.
Yes. It does look pre-bloomed.
Here's a link if you'd like to try it out in-game.
Worked a bit on the lights, changed their color and made them pulsating (download). Didn't manage to reduce the shinyness to turret level yet. On the other hand, it looks rather good on darker maps such as yocto, parpax and thunder.
There is a new versionreactorv11.pk3 on dropbox:
changes:
also don't orient at the turret, I was never happy how it came out in unv, its way to dark.
Once we get iqm I will export the turret again and adjust the colours to match the reactors one.
So that they appear as one "familiy".
There are some old screenshots, if someone missed it on irc:
Looks better! Did you have a look at my shader and glowmaps? I think it would be nice to have the small lamps go from green to red when the RC is destroyed.
Viech wrote:Looks better! Did you have a look at my shader and glowmaps? I think it would be nice to have the small lamps go from green to red when the RC is destroyed.
yes I had the same idea but I dont know how to hook up different maps to specific animations. If it plays the destroy animation it would be cool if the core and his defences shut down and the warning lights start to blink red till he explodes.
Since the cgame puts a green or red blueprint shader on the model when you are about to place it, I think it should also be possible to swap shaders the moment where the dying animation plays. Maybe someone with greater knowledge would like to comment on this?