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Level 1: Nar shaddaa


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Posted

I'm not sure if you should make the Bartender have to be killed. Kind of committing murder there.

There could be the key card where the blaster was originally. Or a button behind the bar to open the lock.

I agree. Kyle Katarn shouldn't have to murder the bartender, even if he is a bit mean.

Barricade24 likes this
Posted

Of course there could be a bonus key to get off the dead bartender for a locked door later with goodies.

 

Ya know, dark side, easy power and all.

Ah, good idea!

Posted

I don't remember it having any profound effect. I think his death resulting in obtaining a key-card leading to some decent equipment's not a bad touch, though!

Posted

I'm a fan of it not being in the nature of every NPC in a level to kill you on sight. What you could possibly have is him call in some brutes for security!

Circa likes this
Posted

Not every NPC will kill you. I just wanted the bartender to turn on you for causing trouble in his bar. He doesn't just kill you at first site.

Posted

Lighting in the bar looks quite off, why so much light above those lamps? It looks like maybe they aren't spotlights.

Posted

Lighting isn't my strong suit by any means. I'm trying to have a spot effect but not have everything else pitch black either.

 

 

Try playing with different ambient values in the worldspawn. ex "ambient" "10"

 

Using -bounce ought to help brighten it up just a tad as well. It's hard to notice, but it does. You can actually use -dump for each pass to get a better idea of how it's doing. (Places the radiosity lights into numbered prefabs. Not usually useful unless you are keeping light differences from exterior to interior sharp by importing and selectively deleting. Cool nonetheless for understanding how light is re-diffused off the surfaces)

 

 

 

I wouldn't worry about it too much right now. Finish your geo and core design goals. ;)

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