Hm... The reason the river is so deep is so that tanks can't cross very easily, let alone other vehicles. It is climbable though, so the biped can cross. How can we fix it and still keep the big vehicles from crossing very easily?
I believe that this is what you are looking for.
There are crystals that glow, either due under UV lighting or something to that effect, under a black light. If you really wanted to take this that far, you could make the cave very dark and use whatever effect is used by the grunt blood to make it look like the place is glowing. Have the glowing stuff illuminate pathways and stuff and it may just augment gameplay enough to make it worth the time spent on figuring stuff out.
Personally, I'd recommend trying your hand at Source or Unreal if you really want to go crazy with the effects since it's a lot easier to get decent looking effects. Yes, that defeats the purpose of "source quality effects in Halo". Then again, 100 people or so play Halo Custom Edition. I don't know the exact number, but it isn't too far from that. Thousands play Source and Unreal. Your time is better spent on the newer engine.
Last edited by legionaire45; January 18th, 2010 at 06:33 PM.
De-compile one of my last maps and try to dissect it if you need any help! Halo looks and runs quite well when you combine graphical tricks with optimized shaders and a by-hand lighting system.
The trick is to make it "look" good. Work on the visual (so it's attractive to the eye) first, then optimize. The mistake people make with lighting is to try and structure it first. Everything is by hand and eye. Logic should be secondary in this case. It's all understood through experimentation, and I'm glad you're taking that approach. Difficult in the beginning, but it leaps boundaries.
Last edited by SuperSunny; January 22nd, 2010 at 10:21 PM.
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks