#5253 posted by negke on 2008/11/09 00:02:24
Minlight 25 is very high. You might want to try sunlight3 instead (set it to 70 maybe) and light all interiors with sourced and unsourced point lights. Black shadows aren't a bad thing unless they look out of place for some reason.
And That Lava Texture Still Looks Ugly
#5254 posted by negke on 2008/11/09 00:05:26
At least increase the scale or something.
Well
#5255 posted by JPL on 2008/11/09 09:21:52
MadFox: There are no airplane in this map... OTOH I will be happy to find an Helicopter prefab and put it onto the platform ;)
HT: Regarding the sun position i the skybox, it is obvious that is i the evening, when the sky goes down. Furthermore, the orange color of the skybox doesn't give the impression of a high luminosity of the sun... hence the value I used... Anyway, I think the shot rendering is not as good as what the map looks like ingame...
negke: Actually the minlight is 20, and the sunlight is 120. I also don't like areas that are competely pitched black, and where you see nothing. Unfortunately there are some in the map, and I would not like to have these... If I need an area with no light (and there are some), I simply use anti-light ;)
Concerning the lava, I agree with you: I will increase its scale :)
Thanks for the feedback
Lighting
#5256 posted by gb on 2008/11/09 14:19:15
I like that style of lighting. There is a difference if you use minlight because you're lazy, or if you're actually going for that look where the colors seem to blend into one another. It can look very dim, forlorn, and even unreal in a good way. Sunlight3 with lots of sky windows looks better and more natural than lighting the same area with torches or even invisible point lights (meh). I've had enough of torches. I still use them of course, but only in places where they would naturally belong.
I agree there could be some brighter light sources on the walkways/platform though. Streetlights or spotlights. Around the lava, too. Like on an oil rig - lots of small bright lights.
The handrail could be even thinner.
Minlight/antilight is not that different from sunlight3, it's just the other way around ;-)
I'd say you've achieved the effect you were going for JPL.
#5257 posted by Trinca on 2008/11/09 16:36:33
JPL i quit minlight!!! negke made me quit!!!
he is worse then my wife ;) hehehe but he is right like my wife :\ is negke a shemale=? :)
fuck sundaysssssss... i�m drunk !!!! :)
negke u�re my favorit mapper i love YOU in Quake matters!!!
Hmmm...
#5258 posted by RickyT33 on 2008/11/09 17:37:57
I stopped using minlight too. Lunaran bitched at me so much that I tried it with no minlight. And I think it is good to have completely dark areas. However if you do want to light a completely dark area just a tiny bit then put a light like:
{
"classname" "light"
"light" "50"
"wait" "0.2"
}
I'm doing this in my current map with a slightly blue colour. It acts like reflected light from the sky. ;)
Qoole
#5259 posted by madfox on 2008/11/09 19:29:34
Site has a lot of prefabs! They are qle formatted, but I found the Doombird there.
The whole site is free to download ans there are really a lot of prefabs.
MadFox
#5260 posted by JPL on 2008/11/09 19:38:37
Link Please !!!
Ricky
#5261 posted by gb on 2008/11/09 21:23:27
you can have completely dark with antilights, too. It's just a different method.
Sunlight3 also gives you completely dark areas, just not where you have sky. That's actually pretty realistic.Go to a forest during daytime in the fall or winter, you won't see many shadows despite the fact that most of the light comes from above :) You start seeing shadows only when the sun goes down, and the "minlight" fades away.
BTW. even during the night, it's not completely dark, as long as the room has a window. Completely dark is only a cellar or similar, if there's absolutely no opening to the outside. A bunker for example, or a cave.
Nature doesn't hate minlight. Quite the opposite.
Gb
#5262 posted by JPL on 2008/11/09 21:32:43
It depends how fast our eyes accomodate with the darkness ;) and I mostky agree with you :D
#5263 posted by JneeraZ on 2008/11/09 21:36:16
I experienced that once. We were visiting a cave tour one time and they took you deep into it and turned off the lights. There was no bounce light from anywhere and complete and utter darkness descended. It's eerie. Your eyes feel very strange trying to deal with no light whatsoever.
Darkness Accomodation...
#5264 posted by JPL on 2008/11/09 21:59:00
... according to my experience (and what I experimented during night rally in the army), generally, an eye passing from light to darkness (by night) needs at least around 15mn to accomodate...
Lol
#5265 posted by RickyT33 on 2008/11/09 22:47:11
(me pictures Willem on infra-red in a cave, blinking and looking worried cause he cant see at all...)
Minlight
#5266 posted by Preach on 2008/11/10 00:17:54
I don't think the problem is so much that minlight is unrealistic, because like people say, in reality light bouncing off walls means nowhere ends up entirely black. I think it's more than not using minlight forces you to think about how you're lighting every part of your map, so you're always trying to create some variation in it. Even if it is just creating low wait lights to fill the space, the slowly changing lightmap helps to break up the repetition of the textures.
#5267 posted by JneeraZ on 2008/11/10 00:57:54
That's true, good point.
Jpl
#5268 posted by madfox on 2008/11/10 02:14:26
There are several links to Qoole, I prefer 2.31
Not long ago one could download all prefabs, in fact the whole qoole cd. But the link has gone. So I sended you some to your mailbox.
http://www.volved.com/qsr/download.shtml
MadFox
#5269 posted by JPL on 2008/11/10 08:32:51
OK, thank you very much ;)
Agree
#5270 posted by ijed on 2008/11/10 16:04:02
Minlight can be set so that you don't have to think about the dark corners, which allows you to ignore decent falloff and placement.
Generally now I use 5-10 minlight.
Play Fear PM
#5271 posted by rudl on 2008/11/11 16:37:09
To see how minlight should NOT be used
More Cubism
#5272 posted by Fern on 2008/11/18 07:22:42
Nice Title
#5273 posted by Drew on 2008/11/18 07:54:44
Looks fucking rad!
I'm assuming it's going to be released when we're all rotting in our graves? Thats when my 9 map remake of Insomnia will be released.
#5274 posted by Trinca on 2008/11/18 10:26:50
~looks very Quakey... now go finish it!!!
and i go work on mine to :\
that i will not finish for christmas for sure:(
Actually...
#5275 posted by Fern on 2008/11/18 13:57:05
There's a little story behind this one that almost guarantees it will be released. Eventually anyway.
Pogostick
#5276 posted by negke on 2008/11/20 13:25:31
Awesome
#5277 posted by megaman on 2008/11/20 13:36:27
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