Lesson 6: Fooling the Eye

Fooling the Eye

There are tons of things that can be done to trick players into believing something is undenyably real, when in reality, a designer is out to cut the cost of the overall rendering budget by creating cheap knockoffs of the real thing. The real trick with everything in this lesson, is proper distancing. This lesson probably won’t cover every single trick known in the gaming world, but they are tricks that i’m aware of and I use whenever possible. You can use these tricks on any map you work on, though implementation or functionality may depend on the engine you are using.

Alphas

Alphas are powerful textures that allow you to create a lot of illusion. Alphas are nothing more than a 2-Dimensional (flat) representation of something 3-Dimensional. Alphas can range from simple to very complex things. Some examples of Alphas would be: Barbed wire, grating, wiring and conduits...a lot of times very small things that level editors would not be able to create, will be made from an alpha texture. Because Alphas are flat, a designer needs to use them carefully or the fact they are fake will be an eyesore. Alphas generally look best “at a distance”, so try to use them there if possible. It’s important to encase the alpha in something 3D, because the last thing you want to see is an alpha from a naked side, it will completely disappear--it would be like looking at a sheet of paper from the side (but even paper has “some” thickness, alpha’s DO NOT).


Fog

Fog is a very touchy tool, and how it works can vary from engine to engine. Fog, in the general sense, is generally thought of to create a mood for your level. Some engines have the capability to drop things from rendering entirely once the fog becomes completely opaque. For those of you who are less fortunate, and aren’t using a “clipping plane” with thier fog, here’s a tip or two about using fog to your advantage. The nice thing about fog is having options to cheapen a lot of things, mostly backdrops. For example, in the map 78’ Station in Gore (PC 2002), much of the surrounding level is built very crudely with basic shapes that represent structures. A long fence encompasses the players, keeping them from ever getting close to seeing that the buildings (with smokestacks) are actually flat, or the highway running along one side is made from a handful of cube shaped brushes. Fog can give the appearance that so much is going on, when the whole time, you are making an economical cut to the level and putting the saved budget into what the player can actually interact with.


Texture Tricks

Trick 1: Shadowing Textures: This is a fun one, granted you can find a texture artist who can pull off proper lighting techniques. The trick is to make a texture, like small decorative arches that repeat over and over (something that would normally be VERY expensive to build in 3D), and to paint on fake shadows. The next step is to use them a plentiful distance from an up close view. It is really hard to discern real geometery and fake geometery if you can't get up close and have a look. This is one of the first things I learned back in 1997, and I still see it used today.

Trick 2a: Texture Scaling: I still use this one a ton, but it’s a little harder to explain, and probably only works with slightly older BSP engines, but it’s a nice thought. This trick can be really cool and works in two different ways. The first is scaling down: Imagine a 256X256 ground texture, riddled with dirt and grass. Typically, i’d use this at normal scale for the ground where the player will be; however, if I’m going to build some far off terrain, like big hills or mountainous cliffs way off in the distance, i will scale the texture down to 1/16 (or more) it’s normal-size..it’s like zooming way-in on the texture. It makes the texture extremely blurry when it’s blown up that big, but when it’s way off in the distance, it actaully looks better than at normal-scale, where that texture would repeat numerous times, giving that geoemetrey a zebra-striped look. Since you aren’t after detail with things that far off, you are only winning, and depending on the engine, doing this saves shademaps. If my hill is 400 triangles, it should be 400 shademaps with the texture set normal. With the texture set to 1/16 the size, i cut the shademaps down to 25, which will only improve the level performance. You can even use this trick on building textures too, such as bricks and concrete, even windows! The further off it is, the more you can scale down!

Trick2b. Texture Scaling Part 2: Now that i’ve told you how you can stretch a texture out to fool the eye, lets talk about scaling a texture up, or making it repeat more often. I use this trick FAR less than the other scaling trick. Simply because, it is more expensive to do, and isn’t very worthwhile for things that you can’t get up close to. However, it has it’s benefits, such as the screenshot below. In this picture, to create the illusion that there are a billion steps on the zuggeraut, i took a normal-sized trim texture and scaled it to 4X it’s normal-size (meaning instead of 1 section of trim taking up 16x32, there are now 4 sections of trim taking up the same 16X32 space). The geometery iteslf is flat, a ramp, but that trim is repeating so often give it the illusion that every step is actually there. Just remember, the more you scale up, the more expensive the shademaps become. (also note, the bricks and trim of that building below are scaled down to increase the texture size as mentioned in Trick 2a)



Trick 3: Picture of a Scene: Something worthy of noting in regards to skyboxes. This is actually one I saw used effectively during the creation of Patriots: A Nation Under Fire (PC 2007). Let’s say you want a backdrop of an area that you’ve built in another area, even another level perhaps. Instead of copying and pasting the geometery into that area, take a screenshot of it and make a texture out of it. The backdrop needs to be reasonably far away, and the player cannot be allowed much opprotunity to get an angled look at it, but the first time I saw this trick done, it took me a good minute and someone pointing it out to see it--and it is a HELL of a lot cheaper than using a 3D background. You are basically making an alpha texture out of a picture of something already built in your level! Kudos!

Lesson 5: Aesthetics Part 2

In this lesson, I will explain some more of the things that designers will do (or will not do) to please the eye of the player. Some of this will seem so simple, and just downright common sense, but as every designer will find out, every detail counts.

THE LIGHTING
(MP AND SP)

Nice lighting can be a designers secret weapon, and if used correctly, can make an area look so incredible without doing very much work at all. In your planning, it would be good to include some ideas of how you want to light every area. Whatever you do, don’t assume that all lighting comes from above. Depending on your map, lighting can come from every angle in numerous styles. You will be amazed at how a blue light, in a spotlight or coned shape, coming up from the floor, will look. Or, the classic look is some fancy grating system on the ceiling that creates grid-like mosaics on the wall. The lighting you create can replace a ton work because it adds an unique touch to your areas that nothing physically built can mimic. Also, lighting is generally easier on the computer (depending on your engine) than a boatload of geometry. It’s best to get the strongest lights in place before adding what is called ambience. Ambient light is like a gentle flood light that ensures everything is getting some light, but you do not want to overdo these lights, it kills the mood...do them last. Also, i recommend getting nearly ALL the lighting the way you like it before moving onto the next area, it’s a time saver. This saves you from coming back and fighting conflicting lighting sorces later on.

THE PICKUP PLACE
(PRIMARILY MP)

One thing that is often respected by game players all over, is signaling where the pick up items are. This is more up to your own personal design choice, but having something indicating where pickups are makes learning the map a little easier. An example of a pickup place is shown below, the item in the green light is body armor, floating above a pad. You can even go as far as to put armor in green lighting and weapons in red. Players who see this catch onto maps a lot faster, plus these little nuances can add a nice little touch to your area that may be lacking a little spice.



THE TOTAL PACKAGE
(MP AND SP)
Now that you’ve got some idea on what adds flavor to an area, it’s important to bring the whole thing together. This means paying attention to everything in your map. If you have a wild ceiling, doors, walls, lighting, but don’t do any detail work to the ground, you are cutting youself and your players short of a perfectly rounded map. Sometimes designers (and i’ve been guilty) get too carried away with detailing out a section of a room, and then run out of (rendering) budget to finish a wall or floor. Know your limitations before going wild with the design. Every view of your map should be filled with a lot of things going on, like no matter what you are looking at, it’s worth taking a picture of. For example, in the picture below, I will show you how i detailed this room to capture this elaborate scene that took me only about a day to build:

Floor:
2 Different dirt stains
Rubble
Painted sections dividing the floor
Fire
Hummer
Pipes

Walls:
Pipes
Stains
Garage doors
Tons of trim
Normal and broken rafters/beams
Some lighting effects
Steam

Ceiling:
Hole in roof/sky showing (great for lighting btw)
Ventilation shaft
Hanging lights
Pipes
Rafters/Beams
Trim