I completed the Island level of my project last week. This week I have been working on getting through the models of the cells and creating the interactive elements. I should have most of the modelling completed by tomorrow evening.
I managed to improve the lighting and efficiency of my Island level by changing some of the environment lighting settings. The first thing I changed was to change the world lighting colour values from black to a lighter colour in the spectrum. This immediately solved the problem that I was previously having with my models appearing black when I played the game. Below are some screen shots from the game showing improved lighting.
I have also been working on trying to create a particle emitter to algorithmically produce damp and mouldy effects on the surfaces of the prison cells. I have not yet managed to create this effect however, I have produced a particle emitter which creates a flock of seagulls. A number of seagulls between a minimum and maximum value are produced at random intervals, with various lifetime values. They are situated within a spherical area. Increasing or decreasing the radius of the sphere results in the seagulls being close or far apart.
The seagulls themselves are created on a texture which is a .tga file with four rows of static images of a seagull at various stages of the flight cycle. The images are evenly spaced with a transparent background. I then set the texture in the Unreal Cascade particle emitter to be gridded into an 8x4 grid. I then added a SubUV Movie Module which cycles through the texture sub images in order from left to right which has a set framerate. (It is similar to how a flip-book animation behaves.)
The flock of seagulls add an animated element to the level bringing movement and another visual interest to the environment.
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