Because vanilla Generals isn't good enough for you.
Was the night level darkness increased for this demonstration? Because I feel like it wouldn't hurt increasing static light coverage of building even further if that's how its gonna be ingame, current look is extremely unconvincing, you should have the lights from windows illuminati the walls of exteriors and the ground under them outside of the areas like garages.
>"Was the night level darkness increased for this demonstration?"
Not exactly, I just used the lighting settings from my Dark Night map.
>"You should have the lights from windows illuminati the walls of exteriors and the ground under them outside of the areas like garages."
No, that's simply too much work. Even with AAA projects worked by many people like Skyrim doesn't have it.
Sorry, correct me if I'm wrong but are those baked in lights or you're using emissive textures for it all?
Btw if what I was referencing the illumination of the buildings own walls and courtyards that are part of structure model itself not surrounding structures and environments, I realize that would require a lot of dynamic lights and those are often the bane of RTS performance.
Those are basically a mesh with emissive material used by the default lights in vanilla.
Baked lights could work but it's also kinda of a nightmare to work with in current circumstance of 3ds Max 8. There are not a lot of slots available and one would have to recycle through those slots.
Also, textures are often reused so that means many individual baked light textures are needed for each scene as required. When the light shines at many different objects, it's very hard to deal with rather than let's say, clone the mesh, enlarge it a little and slap emissive material onto it.
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