Thanks everyone for answes and feedback.
Micky C, on 22 April 2020 - 03:31 PM, said:
You need to highlight all the sectors before using ; V.
I did that, but when I do ;V it shows the texturing menu, as the normal V. IS there another way of hightlinghting sector that I am missing? In the old build they had green lines when selected, I don't know if mapster works the same. I tried to use the jfbuild editor to do that, but when I go to the 3D mode, the editor crashes. This is how my selection looks (see image below), after this, I go to 3d mode and point to any sector and press ;V without no success.
Micky C, on 22 April 2020 - 03:31 PM, said:
Also, to clarify what Perro Seco said, while 240 provides the maximum visibility (infinity), it is not the maximum value you can use. The values go up to 255 and anything above 240 starts to reduce the visibility again. The 240+ range is good for high visibility ranges in my experience.
Thanks for this info, I will try to experiment with those values when I manage to apply this to all sectors, but until now my attemps failed.
ck3D, on 22 April 2020 - 03:53 PM, said:
There's a combination of keys in 3D mode to change every parallaxed sky in a map at once, I've mentioned it before, it's not Alt + C (which is less effective, can't remember why, maybe something to do with not pasting the palette or some other attribute) and I think it's undocumented (or if it's not then I keep missing where to find it, doesn't seem to be mentioned in the Infosuite for instance). Something to do with pasting with Enter while pointing at a sky all the while holding down certain Alt, Shift or Ctrl keys, I think three or four keys at once in total counting Enter, it's a weird combo and I spend 10 minutes figuring it out again at random every time I need to use it because I never learn and never write it down.
Thanks for the info, I've been trying combinations until it worked, the win combination was: CRL+ALT+ENTER -> This will paste to all parallaxed skyes. Tried with the orange sky and this is how it looks (see image below). Still could not make work the visibility thing globally as the key combination after hightlighting (; + V) it's not working for me :S (Explained the problem with more detail in Micky C answer).
ck3D, on 23 April 2020 - 04:46 AM, said:
Also one last comment regarding visibility. It definitely depends on the style of your map, in some the default visibility works quite well (although in general, I tend to find that it's a bit too low for the best possible gaming experience, especially on larger scale maps that display deeper perspectives than the original levels so I'd definitely recommend at least some fine-tuning) whereas in some others, full 'bright' will work really well instead. You don't have to choose between just those two either, it's a value so you can navigate through different increments till you find the happiest medium possible for the level you're currently working on. Visibility is something a lot of new mappers actually overlook, the default visibility actually masks a crazy amount of detail/depth, ending up in releases that would be much more enjoyable to most had the authors taken 5 minutes out of their day pre-release to make sure their work would be displayed properly which I find is a waste of potential that's especially frustrating since said maps usually do have some cool little tidbits and various interesting creative elements that then just don't get to shine, quite literally so since they literally don't get rendered until the player gets stupid close to them, resulting in an immense loss of depth and immersion.
Yeah I think you are right, on the exterior areas the default visibility looks weird. I didn't know that it was possible to change visibility because I assumed it was the way the engine worked to avoid rendering things on the distance and save calculations for better perfomance.
ck3D, on 23 April 2020 - 04:46 AM, said:
Saying this because I've been guilty myself of releasing maps I had spent months if not years working on only to then neglect to touch their visibility pre-release (I just wasn't aware of the importance of that setting in my formative years and focused mostly on the raw design), resulting in hard-to-navigate, dark levels or weird-looking stuff like buildings looking way too dark from a distance compared to how the sky looked (
Roch Island is a good example) or a lot of the crucial detail being literally masked in-game. It's one of those things that really make enough difference that they can either make or break a level despite how good the level itself is in terms of structure, by completely ruining how it's rendered for the player for no reason, and that you don't really realize the importance of until you start experimenting and touching it. It'd be similar to releasing a book but all the text is printed in light grey as opposed to black for contrast, shameful as all the info is in there but it's just tedious to read.
Thanks for explaining this, I understand, the book example was a good one! Remember playing Roch Island long time ago, it was a great map!
ck3D, on 23 April 2020 - 04:46 AM, said:
Also to keep things really simple, I usually make my entire maps with the default visibility settings in Mapster and only when it's completely done do I select the entirety of the sectors composing it and twist the visibility as a whole, making for a basic uniform and coherent look throughout the whole level as far as rendering is concerned (whereas if you play with visibility as you're still working on the level, you're bound to get inconsistencies from area to area as you keep adding them). And then finally if I want some sections (e.g.. caves, what do I know) to be darker for some reason I select those and refine their visibility individually, but really more often than not I leave everything full bright for convenience on the player's end as I find that even the darkest, more atmospheric sections in maps relying on atmosphere don't need to be unreadable, in fact they conserve their design qualities and just shine better more often than not when they're not.
As for visibility as my map it's mainly outdoor I think I will do like you. First rise the visibility of all areas, and then lower it on the indoor areas, which are not a lot, but there are a few.
General question for everyone: do you think that orange sky is looking good for default visibility? Or the blue sky was looking better?