Bottomless Pit - Abyss

Post » Wed Jun 20, 2012 3:15 am

I've been playing around with fog effects to make a certain cave room look like it is bottomless and looking up it goes off into nothingness.

Does anyone have any tips on accomplishing this?

Thanks!
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Danielle Brown
 
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Post » Tue Jun 19, 2012 3:13 pm

Maybe if there's some way to make primitives visible? Has anyone found a way to do that? Then you could put a Matte black primitive to block the hole.
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Brιonα Renae
 
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Post » Wed Jun 20, 2012 1:35 am

It might be better to create a mesh and import it to the game as a custom static. I will need one myself so will be happy to make a mesh but have a few other things to deal with first.
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Jessica Thomson
 
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Post » Tue Jun 19, 2012 1:41 pm

Perhaps just have it disappear into fog?
A kill box could kill the player before falling to the bottom of the pit.
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I love YOu
 
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Post » Tue Jun 19, 2012 11:17 am

You can do this fairly easily with a pit mesh, the black mask, fog effects and a killbox.
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Miragel Ginza
 
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Post » Wed Jun 20, 2012 3:21 am

Along with a killbox, you can use Forced Perspective to make the pit appear far deeper than it actually is...What you would do is, shrink the wall pieces a bit at a time and tilt them inward - since the player's view is Monocular (one camera, not true 3D) if you do it gradually as you get further down, and patch any holes that occur due to the scaling with rocks, ledges, and so on, the player shouldn't catch on
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Krystina Proietti
 
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Post » Tue Jun 19, 2012 10:40 pm

There are black planes in the objects list. You might try putting one of those at the bottom of your abyss.
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Curveballs On Phoenix
 
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Post » Tue Jun 19, 2012 2:34 pm

Black planes are used to hide whats under them from the local map. I don't think they are visible in game.
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Katharine Newton
 
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Post » Tue Jun 19, 2012 10:51 pm

Black Planes are visible ingame, i use it to hide wall texture behind norBridgeWoodPlanks. But, everything under it is not draw on the local map. Vertically, it's not a problem.
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mimi_lys
 
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Post » Wed Jun 20, 2012 2:51 am

the easiest way by far is to set the ambient lighting to 0,0,0 and just not light the area above or below. Then the walls around simply go up into darkness and there's no telling how far or low the cavern goes.
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Francesca
 
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Post » Wed Jun 20, 2012 2:41 am

the easiest way by far is to set the ambient lighting to 0,0,0 and just not light the area above or below. Then the walls around simply go up into darkness and there's no telling how far or low the cavern goes.

Maybe put one small fire waaaaay down below, and play volcanic sounds...wanna jump?
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chinadoll
 
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Post » Tue Jun 19, 2012 11:17 am

have a look at the well in solitude market. it has no cover on it and gives the illusion of depth your looking for. you cant fall down it though.....
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Victoria Vasileva
 
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Post » Tue Jun 19, 2012 1:33 pm

I don't think imagespaces have been mentioned yet, unless this is what people are referring to with the fog? You can do a vast amount of visual perception mind humping with imagespaces. I think the CK lighting tutorial has some pointers on imagespaces and roombounds. This way you can use an extremely high fog or dof for just that portion of the cell while keeping the rest different.

And I can confirm that the black planes work in game, horizontal or vertical. Almost seems like it's water, but really really black.
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Nims
 
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Post » Tue Jun 19, 2012 4:32 pm

Thanks for all the help guys!

In the end it was the forced perspective idea that turned out to be the easiest method and it worked awesomely!

What I did was at the bottom I cloned the textures and dragged them down angling them as I went, which wasn't all that much as I am working with Blackreach walls.

What that allowed was for the bottom textures to blend in with each other at the bottom.

Doing it this way allowed a few things to happen "naturally".

The built-in FOV fog makes it so you can't see where the textures touch, thereby the depth is "limitless".

Since the textures touch it released me from having to make a "kill box" and the player will die if they fall/jump.....eventually :)

I did almost the same thing for the ceiling, where I cloned and brought the walls up and angled them. I used a ceiling tile from Blackreach way up high and when it was done it looks as high as it is deep!

Thank you all very much!
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Lifee Mccaslin
 
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Post » Tue Jun 19, 2012 11:22 pm

Oh, and for those who want to use this as a transition to a (much) lower part of their dungeon, you can always put a teleport plane down there that teleports the player to the next level of the dungeon, in the air above a lake, falling out of a similarly constructed hole in the ceiling. Something like this is done at the start of the Blind Pit Dungeon.
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Laura Tempel
 
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Post » Tue Jun 19, 2012 1:35 pm

Redwolf

To teleport I use the piece "AutoLoadDoor01" (there are also a couple for mines) which work great for instant teleporting :)
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Tyler F
 
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