Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Here's the lighting test render I got ready for preview on the night converison:
(click thumbnails to view fullscreen. Yes these are ingame renders. )
How's the light levels? Need to get a second opinion before I go full steam ahead on the rest of the city blocks.
The windows I plan on using alternate textures to match. Currently in those previews, they are still using the day time windows where there is no light in them since I haven't gotten the game mode ready for night mode yet.
I don't plan on adding light objects to the windows as this would result in way to many lights for the whole city. Max would likely bog down in the render process if I have thousand + light objects on the map.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Just discovered that putting the night lightmaps in a "Texture/Night" subfolder along with my alternate window textures allows the game to use alternative night lightmaps via the "textureManager.addAlternativePath" command.
This will save me lots of time since I originally planned to create duplicate code templates of all the objects so they would have night lightmaps in the night game mode. But with this I can skip all that.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Yeah I might brighten the skylights a tad. Things on my monitor may appear different on other folks monitors. I like to ride the edge of darkness in my night conversions. Perhaps pushing it a bit too close with this particular map.