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.
#14500 posted by Newhouse on 2017/01/19 13:58:28
Correcting typos.. retrojam6*
Naitel And Newh
#14501 posted by adib on 2017/01/19 14:37:13
Naitelveni since you're already nailing it, I would go further and dare more contrast. Backup your work and light up this lava, make it look hotter. You could try a little stronger and darker sky light as well. And I would choose a skybox that matches the color you chose for the sky light.
Newhouse, it looks great, but don't you think the doors should have light fixtures? Maybe the doorway could have a texture like this one you used on the open door.
@adib
#14502 posted by Newhouse on 2017/01/19 15:13:09
Sorry I'm still noob with these lighting techniques, what is light fixture? I just placed on back and front these delay 0 lights to high-light them a bit.. also I tried that surface lighting, I put on sides of doors surface light textures and they worked tbh. If light fixtures will look better, then I gladly would like to try them out.
Also that glowing window used surface lighting.
Newhouse
#14503 posted by adib on 2017/01/19 15:28:03
A light fixture is a lamp, for example. What I mean is: your light is more believable if it looks like coming from a source. The surface lights you made are perfect: it's lamp textures "emitting" those lights. That metal plate full of little spots make perfect sense. But when I look at the doorways, where is this light coming from?
#14494
I wanted to do a lighting thread for a while now, I have an idea for it but I'll have time in a month or so.
@adib
#14505 posted by Newhouse on 2017/01/19 16:16:29
Yes, indeed I didn't use this door light logic yet in that scene. But basically I will turn on lights when door opens. It will not be as pretty as in modern sci-fi bases, but at least something. I have couple ideas how to make it look natural yet cool (we will see).
Also I added couple lights inside those slots where doors goes in when opened, I wanted them not to be pitch black.. maybe I just need to turn down values a bit.
Of course for some doors I will add extra lamps in front and back. But it really depends on the scene I will set up.
Hc1beta: "implo1t Dys3ngage" Beta
#14506 posted by hexcalk on 2017/01/21 22:49:23
So finally, I just have this map almost complete. It has Daikatana textures and is Japanese-themed.
Here is the Quaketastic download link: http://www.quaketastic.com/files/single_player/maps/hc1beta.bsp
Remainder
#14507 posted by hexcalk on 2017/01/21 23:07:30
The skybox in hc1beta is from ikbaseq3.
Hc1beta Screenshot:
#14508 posted by hexcalk on 2017/01/21 23:15:31
#14509 posted by khreathor on 2017/01/21 23:23:00
Map is super bright and textures have fullbright pixels. You should fix this.
Map need some balancing for sure and exit portal :D
Other than this it feels like Shadow Warrior :D
I have a demo if you want.
Yes, Demo, Yes.
#14510 posted by hexcalk on 2017/01/21 23:31:50
Demos are accepted, khreathor. :D
#14511 posted by khreathor on 2017/01/21 23:50:00
@hexcalk
#14512 posted by khreathor on 2017/01/22 00:51:56
Please redownload this demo zip. I'm an idiot and I packed bsp instead of a demo... but link is fixed now.
@khreathor
#14513 posted by hexcalk on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
@khreathor
#14514 posted by hexcalk on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
I Almost Died An 'asian' Jam
but I thought egypt was a bit more accessible. Nice work though.
@hexcalk
#14516 posted by DOOMer on 2017/01/22 10:38:00
Please relight your map. It is very bright :(
And add some ammo and item_healt in the area around the "pyramid". Please some
@DOOMer
#14517 posted by hexcalk on 2017/01/22 10:48:15
Now I uploaded hc1, and I will reupload it to add ammo and health to that area.
Hc1 Reuploaded
#14518 posted by hexcalk on 2017/01/22 12:09:46
hc1 was reuploaded one hour ago. Thanks for your patience.
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