 Ok So...
#201 posted by - on 2014/07/17 10:26:23
Vondur and otp really liked the no colored lights shot... So I am trying a comprimise where the blue lights are now white, and I keep the red lights.
no blue
Think there is some value here, might need to adjust the brightness of the lights down a little, but just sticking with the natural color of the textures generally seems to be fine, and keeping with red accent lights.
 Heh
#202 posted by Tronyn on 2014/07/17 10:47:40
thank god for mappers that are patient enough to do proper lighting (unlike me). a couple comments:
-architecture, obviously, looks amazing
-spotlights coming up from the ground seem to suit ikblue especially well, so that's great
-yet in this final shot, the light near the spotlights on the floor seems too bright (not sure if this is because it's white, but it might be).
if I don't get an in-game shot ready this week, I'll at least post another editor shot. tick tock...
 Scampie
#203 posted by skacky on 2014/07/17 13:03:58
I think it works better with blue and glowing red.
 I Think No Colored Light
#204 posted by nitin on 2014/07/17 13:23:21
looks best, at least from that shot. As for which colored light shot I like best, I prefer the shot labeled 'new light' to both the old shot and the 'no blue' labelled shot.
 Nitin Is Correct
#205 posted by than on 2014/07/17 13:32:52
what he said.
Having said that, I really like the way things are looking, Scampie. The shot with coloured light is great too, although I think the shot without coloured lights has slightly nicer levels - maybe just because I can see more detail? Perhaps in game I would offer a different opinion.
 Second Thoughts
Both skacky and nitin are correct. You should go for all colored, and grognards like me can then simply delete the .lit.
 Blerg...
#207 posted by distrans on 2014/07/17 15:01:20
...three hours of work this arvo and now my mapping computer won't boot. Let's hope the guys in ICT can help tomorrow,
 LUNSP1
#208 posted by ijed on 2014/07/17 15:39:30
Had an awesome under lift secret - it was a teleporter you could hear when the lift brought you down.
 That Secret Was Stupid
#209 posted by Lunaran on 2014/07/17 16:41:37
it combined an under-the-lift secret with a quad-after-you've-killed-all-the-monsters secret
I was waiting for someone to bring that up.
 But
#210 posted by ijed on 2014/07/17 17:12:43
You taught me to look under lifts!
 Goddammit
#211 posted by spy on 2014/07/17 18:46:14
wheres the czg map and shots
#212 posted by Joel B on 2014/07/17 19:01:34
You, all right?! I learned it by watching you!
 Blue And Red Lights
#213 posted by Rick on 2014/07/17 19:05:00
I thought it looked fine. The red maybe had a little too much "reach" and the blue might have been slightly over saturated, but that's just opinion on my part. I wouldn't change it much.
Anyone that doesn't like colored lighting probably has seen too many games or game levels where it was done poorly. It adds a lot to Quake if done well, and anyone that doesn't incorporate it into their maps is probably some kind of Luddite.
 IMHO
#214 posted by metlslime on 2014/07/17 22:01:44
the "no color" shot looks the best (except for the light being a little too bright), but i would try starting from that and adding a tiny bit of red light that is localized around each light fixture. What you have no in the "no blue" shot has the problem that the entire room is purple because the red light is the primary fill light.
 More Pixel
#215 posted by sock on 2014/07/18 01:46:57
#216 posted by skacky on 2014/07/18 02:03:41
That is excellent looking, and I really like that fog now.
 Wow
#217 posted by Drew on 2014/07/18 02:36:08
 I Like
#218 posted by ijed on 2014/07/18 03:34:02
All the subtle angles you've got there.
 Cool!
#219 posted by mfx on 2014/07/18 03:41:29
 Looks Like
#220 posted by Drew on 2014/07/18 06:58:02
Quality hallcrawling
 Looks Great!
#221 posted by than on 2014/07/18 08:42:06
Kinda looks like a new texture set almost ;) Are any of those stock ikblue? There are like, 8 textures in the entire ikblue set :/
 Idgamma + Ikwhite
#222 posted by than on 2014/07/18 08:49:19
For anyone that still has idgamma, ikwhite is completely unuseable and looks like unbelievable shit in game.
I just found this out as I was playing with ikwhite. A simple trip into id1 to rename the offending pak (in my case it was pak3.pak) fixed things. Now I can kind of see some details again.
Unfortunately, everything else looks dark and bland now :( I think idgamma adjusted the contrast of the palette as well as the brightness, since increasing the brightness in fq doesn't really help :(
#223 posted by metlslime on 2014/07/18 09:27:47
idgamma has a more complicated formula that messes with contrast and brightness and some other stuff probably. I assume you have to mess with multiple sliders? I've never used it.
Fitzquake gamma just recreates the software engine gamma basically.
Maybe someone will re-create the idgamma controls inside a quake engine, then people can delete their idgamma pak files.
On the other hand, that would result in anything TGA-based being brightened in the same way. I guess people who use idgamma are used to TGAs being dark and dim compared to 8-bit paletted textures. So they probably wouldn't like that.
 Hmm
#224 posted by Tronyn on 2014/07/18 09:33:34
well the week is just about over and I haven't done any lighting yet, so I'm unsure if I'll make the deadline (it's definitely possible), but here's another editor shot anyway:
http://www.quaketastic.com/files/screen_shots/ikblight3.jpg
 Deadline
Is like 10 days away...
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