WIP - HELP WANTED. Project is planned to be a 1980's-themed psychological horror full-conversion mod with open-world elements for Amnesia: The Dark Descent. Currently only one developer is working on this project, meaning myself. Level design will not be an issue for me, but I am still in the process of learning how to create custom models, so anyone familiar with Blender3D or any other modeling software compatible with HPL2 would be welcome. Although I've already made a huge variety of models, there's still a lot more that need to be made. Also, any programmers would be nice to have on hand. In the later stages of development, a sound designer and a graphic designer would be nice to have involved as well. Whether I get help or not, this being a full conversion (all models 100% from scratch) and my first Amnesia mod, it's going to take quite a while to complete. As of now, it seems to be coming along well, but any help that could make this process faster is appreciated.

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Stayd
Stayd - - 144 comments

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.

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Static1992 Author
Static1992 - - 11 comments

Done. All I had to do was edit the entity, so it was an easy fix. Earlier in development I had each bulb individually lit, but I assumed that it might cause lagging with so many light sources. Apparently it doesn't cause lag hardly at all, but it might have made the loading time longer (its hard to tell because its already pretty long) Anyway, there's no way to really make the actual lights noticeable without making them look too bright and out of place, so I had to go with very small point lights that hardly make a difference but yeah, now there is a slight difference.

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Stayd
Stayd - - 144 comments

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.

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