#16980 posted by NewHouse on 2016/09/03 15:56:44
Thanks, wasn't really sure what "sourced light" meant, I used 'real light source' on my posts. But yeah, that is the problem what light doesn't lit that much, and if value is much higher origin of light is too bright. Especially when using delay 2, then if I put delay 5 to give some of that white color it pretty much blend together with colored light, and in some cases leaves weird color print on surface (which is ugly looking).
This image is not exactly what I'm trying to do, but it is better than nothing: http://www.eaglelight.com/media/img/ledinsider/W1936-H1296-Bffffff/bulbpar38/par38_e27_1542_par38_grow_light_bulb_led_blue_garden_light_bottom.jpg
#16981 posted by NewHouse on 2016/09/03 16:01:45
Is it possible to make faces/surfaces to receive color more?
#16982 posted by NewHouse on 2016/09/03 16:31:31
Is it possible to make some kind of start map, where have to press button to increase/decrease brightness of screen. Something like Amnesia and Outlast had at the very beginning. Turn up/down until you see some wall or something.
#16983 posted by khreathor on 2016/09/03 16:59:27
In Quoth you can trigger console command, so you could set brightness like this. I don't know if this is possible in vanilla Quake.
#16984 posted by Newhouse on 2016/09/03 17:37:55
Instead of trying to force quake something impossible, this brightness selection start map would remove that problem people are having with maps that uses darker lights. I really hope this is the right way of thinking in this case? I have seen how quake tries to light up areas and it basically will kill the main goal I had, so if brightness is only issue.. why not try fix that first?
#16985 posted by Newhouse on 2016/09/03 17:39:14
I mean why not solve* this problem this way.
#16986 posted by Kinn on 2016/09/03 18:17:03
Because maps that are too dark is not a player problem, it's a mapper problem.
Monitor Configuration -
http://www.lagom.nl/lcd-test/
Good way of configuring your monitor, if everyone did this then we'd be halfway to getting some parity/unification on custom map lighting.
Also a good test is to play through episode 1 to get a good idea of what kind of brightness your maps should be.
#16988 posted by Newhouse on 2016/09/03 18:46:43
Mappers can't be perfect in every aspect Kinn. And episode 1 is not my taste of coffee to be honest, episode 1 doesn't have darkness almost at all. I am not trying to please only older quake fans, but also people who love horror games nowadays such as Amnesia and Outlast, that in mind I try to find solutions how to balance these things. Screen brightness can be too dark for most users to be able to play horror games right away without setting screen brightness level inside game.
Darkness
#16989 posted by mjb on 2016/09/03 19:02:18
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.
When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.
Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance!
Darkness
#16990 posted by mjb on 2016/09/03 19:02:19
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.
When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.
Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance!
#16991 posted by Rick on 2016/09/03 19:09:30
Windows 7 (probably 8 and 10 also) has a simple, but decent built-in calibration. You can find it in the "Display" properties or just run dccw.exe
I've always thought most of the original Quake levels were pretty dark. I normally have the brightness slider set 2 or 3 steps from full left (gamma 0.90 - 0.85).
I am also one those who use the original levels as a "go by" for setting brightness in my own maps.
#16992 posted by NewHouse on 2016/09/03 19:09:49
Bloughsburgh did you read my latest comment? I don't like darkness if it ruins gameplay.. the thing is it does. Problem is not every people uses same settings as mappers (even if options are default or something). If I can see, and enjoy I know others can do, like some of them really did. I want to make it possible by adding options to set brightness. So I don't understand what is so wrong about this idea.
#16993 posted by Newhouse on 2016/09/03 19:12:13
The thing is it doesn't ruin.. only settings fail.
#16994 posted by Kinn on 2016/09/03 19:38:24
It sounds like you deliberately want the map to be darker than normal then, which is fine. But there's dark as in "I can't see shit, anywhere" - which is bad obviously for Quake - and then there's dark in a sort of Episode 4 way, where you have large swathes of black, but you can still see what's going on because the light is applied to create areas of bright contrast amongst the blackness so you can always make out the structure of the environment.
Making the map too dark everywhere, and then relying on the player to yank it up to a playable level using r_gamma (or some in-game interface to r_gamma) is silly and totally defeats the point.
#16995 posted by ericw on 2016/09/03 19:39:41
The brightness sliders in engines aren't there to adapt to specific maps, they're for adapting to the room brightness you're playing in, whether you're playing windowed/fullscreen, how good your LCD's black level is, etc.
Dark/horror maps are fine but they should be built for the same gamma setting as, say, the dark maps in episode 4.
#16996 posted by NewHouse on 2016/09/03 19:45:08
What settings episode 4 then used?
#16997 posted by NewHouse on 2016/09/03 19:53:30
If something is silly, it is not stupid. But yeah episode 4 is my favorite episode. And also I like colors used like in old italian/france horror movies. So only way to make it pleasant for everyone is try as stupid as what I mentioned.
If someone doesn't like the result, at least I tried. But this is basically only thing that motivates me to do these maps.
Newhouse
#16998 posted by Rick on 2016/09/03 22:48:37
Stick with it and don't get discouraged. Lighting in Quake isn't easy. I probably spend as much time on lighting as I do on everything else combined.
Try to avoid fighting with the engine as much as possible. Cool ideas which are difficult or nearly impossible to implement really aren't worth the time when making your first few maps.
Don't put 95% of your effort into 5% of the map that most players won't appreciate anyway.
#16999 posted by NewHouse on 2016/09/03 23:39:08
I have watched many playthroughs by several people, where people appreciate mood in maps.. just good map layout or idea isn't enough. This is also my hobby.. so I want to make maps I also like to play. Is it really worth making something mapper itself doesn't want to play. My goal is to make maps which I would play many many times and enjoy. For example I like challenge, so I make challenging maps, and hard has to be really hard even if I know the layout all the way through.
Darkness is important because enemies can hide in darkness, great way to set up ambushes. In jam map I used pulse lights very much because I wanted enemies to surprise player "mild jumpscare without awful noise". And many more things, which I need to learn how to do things properly.
In horror colors are the must, I cant capsule same mood using different or too bright colors.. that is why I have been spend 3-4 days in a row trying make blue color stay visible yet not let white color clear everything off. In my eyes quake is still horror action shooter no matter what others might say.
#17000 posted by NewHouse on 2016/09/03 23:45:40
I pretty much believe.. I can't see this map with different lighting:
https://drive.google.com/file/d/0BwxYkKdSD855STItZWF3VlNGcmM/view?usp=sharing
I was working horror fantasy theme before this jam suddenly started. I was lucky I spotted it on time.
#17001 posted by NewHouse on 2016/09/04 00:05:17
Wait a minute.. I could use blue fog to create that cold feeling*... now I will stupid.
#17002 posted by NewHouse on 2016/09/04 00:05:37
feel*
Newhouse
those screenshots look like an ok brightness to me anyway
FifthElephant
#17004 posted by NewHouse on 2016/09/04 12:17:47
Maybe biggest reasons why this jam map (ice core) were so dark, wasn't because I didn't use enough intensity (light value), but because I used blue as a main light source and blue is quite dark color. If there is not enough intensity in shiny blue colors, there simply is no color then. Hopefully fog can add that extra boost to that mood, though I am not sure will that replace actual blue lights totally or not.
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