Then again, what is good minlight value even, 25,50,75,100?
0
Minlights
#14476 posted by madfox on 2017/01/15 15:33:51
are very pronounced.
A -40 light can dim parts of light 300 to black.
#14477 posted by Newhouse on 2017/01/15 15:36:44
So it seems like answer is.. never use fill lights if possible?
#14478 posted by Kinn on 2017/01/15 15:59:18
But doesn't it look weird if there is bright random ball shaped lights in every corner.
That's not what "fill lights" are.
Fill lights are low brightness and designed to lighten shadows, simulating ambient or bounce light. Before ericw implemented procedural bounce, they were used liberally.
So it seems like answer is.. never use fill lights if possible?
Never use minlight if possible. Minlight is ugly and flat. Fill lights are good. Although now with the bounce functionality, they might not need to be used so much, I haven't really tested the new bounce stuff out though.
Madfox
#14479 posted by Kinn on 2017/01/15 16:02:51
You seem to be talking about "negative light" - that's not "minlight"
Minlight = "minimum light" =/= "minus light"
#14481 posted by Rick on 2017/01/15 18:13:44
Newhouse,
Those are not textures in the screenshot. That is the actual lightmap. You switch it on and off in game using the console command r_lightmap as seen in the picture.
You can also bind a key to toggle it on and off in your autoexec.cfg
#14482 posted by Newhouse on 2017/01/15 18:42:31
@Kinn
Thank you, so fill lights are okay.. I assume I need to start using them in a darker areas. I know they aren't as bright as main light if set to be weaker, what I tried to ask was "how to make it blend well together with main lights / be smooth) what delay is good for fill lights?
@Rick
Thank you. Really didn't notice that it was just the lightmap (I must be blind).
#14483 posted by dwere on 2017/01/15 18:48:23
It's not like there'd be any difference between lightmapped white textures and displaying the lightmap directly.
Screenshots
#14484 posted by adib on 2017/01/15 18:56:57
Maybe it's too late to complain, but where are the screenshots? This is becoming another mapping help thread.
Boom! Screenshot From My Latest Project
#14485 posted by Naitelveni on 2017/01/15 22:33:05
http://i.imgur.com/uSLqXZD.jpg
playing around with lights, color blends, wait values shadows and highlights...
Nait
That looks interesting. I'd recommend a bit more texture variation but that's about it :)
@Naitelveni
#14487 posted by Newhouse on 2017/01/16 02:27:11
It looks good just the way it is, just keep playing around with lights and it will turn out great*
Neato
#14488 posted by Mugwump on 2017/01/16 04:25:25
But yeah, I tend to agree with Fifth.
Yuip.
#14489 posted by Shambler on 2017/01/16 11:36:20
What Fifth said, good and bad.
I Like That Lighting
#14490 posted by nitin on 2017/01/17 06:02:00
Re:Lighting Info
#14491 posted by oGkspAz on 2017/01/17 17:55:43
(It's been a while)
Lighting has been an issue for me as I haven't really experimented at all.
Having read https://shoresofnis.wordpress.com/guides/lighting-basics/ &
https://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/ I found I kinda get the basics but pages like the abovementioned http://quaketastic.com/files/LightTest.jpg
and especially the images on http://ericwa.github.io/tyrutils-ericw/ are exactly the kind of things that I've been looking for to better understand what to do where.
Is That
#14492 posted by Qmaster on 2017/01/17 18:24:30
A red sky in the back naitel?
#14493 posted by Naitelveni on 2017/01/17 21:40:03
its a skybox from AD, i had a difficult time on thinking about the surroundings, its still a working progress, i was thinking about building structures in the background... we shall see...
Perhaps A Lighting Tips Thread?
Especially since this is evolving a bit as compilers add features like phong etc.
Also re: #14455 ericw that's a very cool feature. I've used surface lights a lot, being able to tweak them is going to be great moving forward.
@Nailtelveni
#14495 posted by R00k on 2017/01/18 04:37:26
http://imgur.com/uSLqXZD
lighting is smooth as butter!
Just The Quick Question
#14496 posted by Newhouse on 2017/01/19 13:07:14
How is the lighting looking? These are going to be default lights, then depending on situation there will be lights from other sources too. But making sure that if I create darker places, there is still enough light to navigate without problems.
https://drive.google.com/file/d/0BwxYkKdSD855MVpBU25EVHVvRzQ/view?usp=sharing
#14497 posted by mjb on 2017/01/19 13:11:38
Looks really good man, I admire the amount of pre-planning you do for your creations.
The light in the glass looks really nice. Everything else looks good too.
Looks Good To Me.
#14498 posted by Shambler on 2017/01/19 13:50:45
@Bloughsburgh @dumptruck_ds
#14499 posted by Newhouse on 2017/01/19 13:57:23
Thank you! These are elements that should have that consistency, especially moving platforms. I don't want to make peoples life harder than what it already is. My retro jam 8 map was a mistake in that sense.
Thanks to dumptruck_ds for helping me with door lights. I'm planning using them for doors that has lights attached (larger doors). I want to give different doors different purpose when to use them in a scene. Larger doors are like the biggest goal (depending on the scene), and also has this wow light effect. Giving a little reward for the player in a mental state. Then every larger door also opens slower than smaller ones, but I really need to play with timing, since players don't want to wait too long (yeah, it is a big deal, just come on open already).
Glowing window(s) is kind of.. focus point(s), where player immediately looks at, because it has the strongest contrast in brightness compared to other elements.
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