when creating levels that are in the Fade, are we limited to the examples provided in-game? or we can add the effect to any area (one with rain and lightning, and a starry sky, for example)?
Fade Levels
Débuté par
Dark_Ansem
, mars 17 2010 04:04
#1
Posté 17 mars 2010 - 04:04
#2
Posté 17 mars 2010 - 04:08
Under the Level Properties, add "da_fade" to one of the three buffer effects. You can then tweak the level of 'Fade-iness' through the BlurStrength value. Although, the effect looks pretty extreme in the editor, regardless of the BlurStrength value you use. If you set it to 0, it won't even appear in the game (although you can modify it via scripting later on, which is pretty cool), but will look fairly intense in the Level Editor. Its best to set the value at the end, once you're happy with the overall level, otherwise its hard to see a damn thing.
#3
Posté 18 mars 2010 - 08:36
thanks. so, I could theoretically add this to the party camp and it would get the Fade blur, correct? is it available a comparison of the 3 levels?
#4
Posté 18 mars 2010 - 04:10
Ehh, I'm not sure how easy it is to replace existing levels.
Since you can only make the change in the Level Editor, it means downloading the files from this project
social.bioware.com/project/1331/#files
adding da_fade as one of the buffer effects and doing a local post. I imagine you just put the posted files in your module's /core/override folder and it'll replace the in-game one, but I can't be exactly sure.
If you just want examples of how its done, you can load up some of the Fade levels in the Lake Calenhad group and look at the level properties.
But, replacing in-game levels with your own version (one that has da_fade enabled) is a whole different beast.
Since you can only make the change in the Level Editor, it means downloading the files from this project
social.bioware.com/project/1331/#files
adding da_fade as one of the buffer effects and doing a local post. I imagine you just put the posted files in your module's /core/override folder and it'll replace the in-game one, but I can't be exactly sure.
If you just want examples of how its done, you can load up some of the Fade levels in the Lake Calenhad group and look at the level properties.
But, replacing in-game levels with your own version (one that has da_fade enabled) is a whole different beast.
Modifié par Bibdy, 18 mars 2010 - 04:11 .
#5
Posté 18 mars 2010 - 05:06
my question was hypotetical. I don't actually want to replace the party camp
my doubt was wheter we are limited to that weird environment of the Fade (with the black city in the background etc) or if we could use, say, elven ruins, for making a fade interior, for example. and unless I'm mistaken and have not understood what you said, it should be very possible. right?
#6
Posté 21 mars 2010 - 12:31
I wonder, do you have any idea which track is heard in the levels of the fade?
#7
Posté 21 mars 2010 - 07:36
Oh yeah, for sure. You can add the fade effect to any level you want, using any textures or tilesets. You're not limited to the black city and yellow ground stuff.
And track as in music track? No idea.
And track as in music track? No idea.
#8
Posté 05 septembre 2010 - 08:08
found them. they are in the global_amb file. 4 ambient tracks and 2 combat tracks.





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