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Messages - Crunkalunk

#1
Thanks for the look.

What brightness/gamma/etc settings do you recommend I run my game at?  I thought about running it @ default but everyone seems to brighten their settings up, so I'm trying to get my screen to be similar to most of the target audience.
#2
http://dl.dropbox.com/u/26096/KF-Insurgent-Camp.rom

I got the brightness down, I ended up copying n pasting the ZoneInfo & Sunlight from KF-Farm which seemed to fix the problem.  I still gotta play with the individual light sources in each room but the big issue I was having with the brightness outside has been solved.

But the flashlight and whatnot is still too bright, it works and all but it's not like on other maps how you can see the cone and falloff on the walls you shine it on.
#3
A few buddies and myself are new to this game, and since I have a [lil experience] mapping for America's Army 2.5.0 (which runs on the same engine as KF), I decided to port a few maps to KF for lulz sake as I continue to learn the editor.

It's coming along nicely, just gotta copy & paste the BSP over then import the textures and whatnot, but the lighting is off.  Like, WAAY off.  I've tried playing with the light sources themselves, looked in the AmbientLight in ZoneInfo & level properties, and the map always looks too bright.  Then when you activate a flashlight, it completely washes out the wall with too much light.

A shot without the flashlight -> <!-- m -->http://dl.dropbox.com/u/26096/KillingFl ... -15-64.png<!-- m -->

A shot with the light ->
<!-- m -->http://dl.dropbox.com/u/26096/KillingFl ... -18-08.png<!-- m -->

Is there anything that this game does light-wise which I need to be aware of that could cause something like this?

EDIT:  I've removed ALL light sources & set AmbientBrightness to 0 in Level Properties & the only outdoor ZoneInfo, and the map is still too bright (yes, after a rebuild) and the flashlights still totally wash out the walls.
#4
Has an update broken this mod or anything?  I just tried running a server with this mod and while it starts on the desired map, it quickly switches to a standard map before anyone is able to join.

And may I ask what you used to extract the staticmeshes from UT2k4 and get them into Killing Floor?  There are a few staticmeshes I wanna pluck from America's Army but I haven't been able to.  The textures and BSP were easy but staticmeshes are another story.