22nd February 2010

Post

Lava test

Part of the marine start includes the use of particle lava.  However, the editor currently does not support it.  So radiant lighting and any other option that may or may not be present doesn’t exist.  But…for feel, I needed to construct it as if it did.  This is primarily a lighting test to emulate the light lava would give off.  There have also been changes in design to the map.  (Creation of a walkway, expansion of level in general, lighting changes, etc)

In the pictures you can see a multitude of different things.  Depth perception tests involving extending the tram purely for a visual stamp (as it’s not going to be sitting there in game), additional area creation across from the marine base, edits involving lighting as well minor trimming to the floor to soften the business that was there before.  The focal point directly across from the tech node is essentially the pipe hub that this particular room is so rich with.  Because of particle limitations at this time, there also will be lava flows that I will highlight location wise at completion of the room in the next update, however, you can identify two of them in the screen shots (the large open pipe in pic one, and the pouring down into the vat below the real tram location, next to the res node)

The final two pictures are a full on comparison of my level with all layers visible, versus the prop layer turned off, to give an idea of the geometry involved with making the room.

Progress is coming along very well and the room should be done shortly.  Once done, I will update with a final room walkthrough.