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Ultimately, the tools you use to make the mod are of greater consequence to you than they are to us. If you can do in Unreal what you can do in Source, only easier and faster (and prettier), then I'd say go for it.
Whatever you feel most comfortable using for this project is going to be your best option, especially since your resources are limited now.
Tasteful color palettes and aesthetic choices will always outshine raw graphical fidelity in my book.
Oh, if only we were making this in Unity...
Actually, you'd be surprised how well you can fake sun/moonlight with spotlights, though the shadow quality tends to suffer from the sheer size of the lights.
I've also played with scale to make the castle and towers in the distance look farther away than they really are, which makes the whole area feel more expansive.
If performance is a concern, you can always disable the specularity on the lights (set the alpha value to 0, basically). Games that run on deferred rendering, like Amnesia does, can have a near infinite number of non-specular lights while barely taking a performance hit. Specularity is relatively expensive, but lighting is still really cheap in HPL, even with it.
And if they look too bright, you can always half the RGB values to make them dimmer. Really small bright lights tend to look unnatural, so darkening them and increasing the radius might be a good idea.
It looks a bit strange to me that the Christmas lights aren't giving off any actual light. You don't necessarily need to put a point light on every single bulb, but at least some large multi-colored lights around the roofs would help.
I like to say that "if it glows, you should put a light on it" for situations like these.
Hopefully it doesn't take THAT long, but it may still be a while.
Glad to hear you're excited.
I have put some thought into it, but it only made me realize that I don't even know where to start. :/
There's a lot of stuff I could cover, though. Lighting, particles, entities, materials, optimizations, etc.
It's definitely something I want to do, but, again, I'm not sure where to start.
The main thing that made the effect work was setting a blank white texture to the diffuse channel. Water materials always render as a "Mul" transparency, meaning they only ever darken what's behind them, so a pure white texture effectively made it invisible save for the reflection.
All the wave settings are set to 0, so there isn't any unwanted distortion, though that's probably a given.
I'm still messing around with the Frensel settings, but the 'FrenselPow' doesn't work below 1, so I keep it there to avoid overly bright edges. 'FrenselBias' depends on the kind of surface, but I generally have it at or below 0.2.
It's also possible to lessen the strength of the reflection by setting 'ReflectionFadeStart' to a negative value, which helps a lot in instances where the effect is too bright.
That's about all there is to it. Just make sure the Normal maps of your two materials match, and put the non-reflective plane 0.01 units below the reflective one.
Hope that explains it sufficiently, feel free to ask if you have any more questions.
How DID you manage to make all the lights 360-degree shadow casters anyhow? HPL hasn't had anything like that since the days of Penumbra, outside of faking it with six spotlights.
This is the kind of design choice I've seen developers struggle with on a few occasions in the past. As a developer, it's easy to think that players will always act logically and in a way that maximizes their enjoyment of a game by means that they already fully understand, but that's very rarely the case. Most players will act on impulse if given the chance, and the decision they make will probably lean more towards gaining material of value efficiently than doing something because it might be fun.
I'm glad to see you're thinking of gameplay options this way, and I'm interested to see how it pans out in the future. Keep up the good work.
Your choices in color are fantastic. This is really beautiful.
I hadn't considered it before, but I'll see what I can do.
Shouldn't be terribly difficult.
Glad you like them! I want to make more interesting effects in the future, but for now I'll have to keep it pretty straight-forward.
I used to try to guess, but far too often something happens in my life and I end up getting very little work done for a very long time.
I know it isn't a very satisfying answer, but I don't want to let people down by failing to meet their expectations. All I can really say is that it will be done eventually.
A different breed of horse in a different land would actually make a lot of sense. I'd like to see that.
I hope you have extra-large mitts.
Glad you asked!
For the most part it's been business as usual, but I've also been doing a lot of cool stuff with new particle systems and lighting entities, which I plan to feature in an article sometime soon.
Aside from that, I've been putting extra time into some of the "cinematic" sequences that are in the game, but I'd rather keep those a surprise for release.
That's cool as hell. Wish you all the best.
Holy hell, I didn't expect this much of a response!
Truly, thank you. You guys are what keeps me going.
I must say, I'm quite flattered.
Rest assured though, I won't let this die any time soon.
Can't say how long it'll be until it's actually finished, sadly, but it certainly won't die.
Sorry it took so long to respond, I wasn't really expecting any comments yet.
I'll make sure to message you when I start beta-testing, just be aware that testing is a long ways off right now.
Take all the time you need. Nothing should be more important to you than your own happiness.
Sounds like you'd only really need to scale the textures down.
I haven't played The Fugitive yet, so I have no clue what resolution those textures are, but they're probably way too large if they're causing crashes.
That's cool as hell.
But probably not the temperature kind of cool.
I believe he's referring to the wall texture itself.
And, honestly, it does look like broken color compression.
I must say, I'm very confused by that title.
Does the landlord of a different mansion have his own separate mansion, or is this the only one? And if it is the only one, who's living in it right now and why isn't it considered their mansion? And if the landlord's living in it, then why is he called the landlord and not the occupant? Unless by landlord you mean "the lord of the lands", in which case he would be closer to a baron than a landlord.
But, maybe I'm just overthinking it.
I checked the Steam store page to be sure; Skyrim doesn't use DX11. Just DX9. And adding support for a newer DirectX version would require some rather big changes to the game's engine anyway (see: Dark Souls 2 - Scholar of the First Sin).
DX12 would be nice, but ultimately Bethesda doesn't have much to gain from adding something like that to a game that's been out for three years.
It doesn't even have DX11 support, though.
This is more a matter of design ingenuity than it is of engine quality. Eleven year old tech is inherently less capable when compared to more recently developed software, not to mention the fact that IdTech 4 struggles with large environments, which I can only assume is very restricting on the development side.
Still, props to the level designer for doing some fantastic work here. It looks awesome.
Ah, just doesn't feel like Doom without gallons of blood. Love it.