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Red Eclipse • View topic - [REMIX-ISH] Stone-Night

[REMIX-ISH] Stone-Night

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[REMIX-ISH] Stone-Night

Postby SniperGoth » 23 Nov 2016 15:50

I wanted to see how Stone would look like at a night setting.
This is the result.
The overall lighting and ambient values were changed (there was an excessive ammount of light entities everywhere), but the gameplay is still the same as before.
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20161123134128.png
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Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: [REMIX-ISH] Stone-Night

Postby FaTony » 23 Nov 2016 23:15

Why? I don't see the practical point.
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Re: [REMIX-ISH] Stone-Night

Postby SniperGoth » 23 Nov 2016 23:29

Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: [REMIX-ISH] Stone-Night

Postby qreeves » 24 Nov 2016 03:48

I actually like it, the environment has more variety and directional effects.
Quinton Reeves | Lead Developer, Red Eclipse
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Re: [REMIX-ISH] Stone-Night

Postby SniperGoth » 02 Nov 2017 12:15

Since the graphic render has been totally revamped (Red Eclipse now uses the tesseract engine for that), i thought to myself, why not start to update some maps to reflect that?
And here it is, Stone-Night, but with volumetrics on the main area !

Changes :
Fog is now 1100 instead of 1000.
Sunlight and giscale were changed to accomodate the new way lighting is handled.
Took out a light on the flag room on both alpha and omega.
Main area now has a giant volumetric light to help with the general atmosphere.


-BE WARNED, AS THIS REQUIRES THE RED ECLIPSE-GIT-MASTER TO WORK!-
Attachments
20171102100104.png
20171102100159.png
20171102100231.png
20171102101054.png
stone-night-retess.zip
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Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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