Arrrrgh
#5920 posted by Spirit on 2009/08/14 16:22:37
Gamma 1 is the default. 0.55 is like HELLO LET ME EMULATE A NUCLEAR BLAST RIGHT NEXT TO YOUR RETINA! ;p
Set your monitor to sRGB if you can and calibrate further if needed: http://www.normankoren.com/makingfineprints1A.html
Spirit
#5921 posted by JPL on 2009/08/14 19:00:57
Well, it means that the map is darker than it is seen ingame... hmmmm seems that I have to check that now... but I fear that the main problem will then be to provide screenshots with something visible... bad...
Spirit
#5922 posted by JPL on 2009/08/14 19:05:00
Actually gamma value is directly linked to the brightness set in the Quake setup menu.... So if gamma is set to 1, it is very dark... then if gamma decreases, it is brighter...
Also depending on your screen (CRT or flat), the rendering is different... it then explain why it is impossible to satisfy everybody with shots: better is to wait for the release, and play the map ;)
Jpl
#5923 posted by necros on 2009/08/14 20:16:57
looks awesome.
http://necros.quaddicted.com/temp/GTH04_crt.JPG <-- for you guys who think it's too dark.
a suggestion: i'm not really a fan of the 'small bright pinpricks of light spaced far apart' style of lighting. i like it when that is mixed in with larger, longer reaching lights.
if you can run in fitzquake, turn on r_lightmap 1. ideally, you should never have any surface with uniform light on it. it should always been ramping up or down.
obviously, this is only an ideal and it's impossible to actually do that. still, i feel it's something to strive for anyway.
JPL
#5924 posted by inertia on 2009/08/14 22:23:55
I've noticed that in your maps, you tend to use almost entirely short-distance & high-intensity lights. Have you thought about having longer 'wait' or 'delay'?
Yeah
#5925 posted by grahf on 2009/08/14 22:52:30
minlight is a lot less necessary if you use delay 2 or 3 (1/x and 1/x^2 falloff formulae, respectively).
Input those functions into a graphing calculator program, and you can see what the light intensity falloff looks like. There is a tight core of high intensity light, and then a long tail of slowly dimming light. Just a couple of those lights can just about light a whole room.
In fact, the light will be fullbright at the center (see the graphed function, which goes asymptotic as it approaches zero), unless you use aguire's delay 4 fix that doesn't allow the light intensity to exceed the value of the "light" key on the light.
Grahf
#5926 posted by necros on 2009/08/15 01:11:50
just a correction to avoid confusion,
1/x = delay 1
1/x^2 = delay 2
and aguirRe's capped version = delay 5
i think jpl is using delay 2 lights, but the wait setting is set way up (like 2.5 or 3+)
Thanks Necros!
#5927 posted by grahf on 2009/08/15 02:26:55
my post was both obfuscated *and* incorrect!
Light Settings
#5928 posted by JPL on 2009/08/15 09:33:28
Actually I'm generally using
delay = 1 or 2
wait = 1
light = 80
Fait enough to obtain the desired effect, at least on my screen ;)
#5929 posted by necros on 2009/08/15 10:48:00
settings i've been using lately which i'm pretty happy with as a standard light caster:
delay 5
wait 1.25
light 450
gives a fairly long range light but with a nice bright center. i hardly ever use delay 2 anymore. i find delay 5 is a 'safer' option because of the way the capping works, it creates a nicer falloff that's more forgiving when going up high with light values. delay 2 is kind of touchy.
if i've got multiple braziers or torches in close proximity (say 128 units apart), i'll pump the wait up to 2 or 2.5 to prevent over saturating the area with light.
Good Info
#5930 posted by ijed on 2009/08/15 19:06:28
Hmmm
#5931 posted by grahf on 2009/08/15 19:51:24
So is linear falloff ever useful anymore? Maybe only good for small rooms?
Actually
#5932 posted by JPL on 2009/08/15 21:49:08
I'm trying to have "real" light rendering. Any light that is not a laser, is non coherent, and generally not "directed" (i.e meaning that without any parabolic mirror, there is no way to direct it), So a non laser light is emitting in all directions... Also, the emitted light power is fading out by the square of the distance... so using wait = 1 and delay = 2 is then the most obvious way to have something close to reality... BTW, AFAIK, wait is only providing a multiplying factor to the light field.. i:e the formula becomes then
P(x) = wait * light / (x^2)
Anyway, depending of the effect ingame, these values can be tuned as desired by the mappers, and each mapper has his habits / clues... ;)
More To Say
#5933 posted by JPL on 2009/08/15 23:22:19
This formula is "true" if the environment is wet air... it has to be tuned according to humidity, temperature, fog presence, etc... and then delay can increase dramatically.. though...
Sockbler
#5934 posted by Shambler on 2009/08/16 12:53:54
I like the wonky look :)
#5935 posted by Rick on 2009/08/16 19:03:05
I experimented with Delay last night. I had never really used it before except for simulating sky light (Delay 2, Wait .25 - .4, Light 25-50). A few of those up high can give a soft skylight effect over a large area.
Maybe I'm just too used to the way the original Quake levels look, but when I tried Delay 2 for indoor lights it just didn't look right to me. The "hot spot" was too hot and the fall off extended too far causing a sort of "minlight too high" effect.
Delay 1 was a lot better looking to me, I can see using it some, but the hot spot effect is still distracting. There just seems to be too rapid of change in light level between the core and the falloff.
I tend to make mostly indoor type maps with relatively small rooms and lots of obvious light sources, so that probably has something to do with it.
What ended up looking best to me was Delay 1, Wait 2, Light 80, but I'll probably end up sticking with my usual 200-250 (sourced) Lights with lots of 125-175 (Wait .5-.8) fill lights to simulated relected light and such.
#5936 posted by Spirit on 2009/08/16 19:17:20
Everyone who plays with lights, make sure you use an engine with Overbright support like Fitzquake.
Need Someone With UnrealED3 (UT3)
#5937 posted by Jago on 2009/08/19 23:04:05
Crossposting from the Mapping Help thread:
I need someone with UnrealED3 (the UT3 version) installed to take a brief look over a map I have been slowly working on for a loooong time now to help me decide whether I should continue slowly building upon it or whether I should just put it out of it's misery.
Download it HERE.
DoW2 Map In Progress
#5938 posted by - on 2009/08/20 14:19:20
http://h.imagehost.org/0281/Mirage_1.jpg
http://h.imagehost.org/0576/Mirage_2.jpg
http://h.imagehost.org/0484/Mirage_3.jpg
From the other day, just showing the layout
http://h.imagehost.org/0454/OasisOfWar2.jpg
Much detailing still to be done, but it's coming along quite nicely. It's theme is unique to DoW2, being a mashup of Desert and Jungle enviroments to make a somewhat Tropical Paradise. This will be me entry to the Community Map Creation Contest run by Relic.
http://www.gamereplays.org/dawnofwar2/portals.php?show=page&name=dawn-of-war-2-map-competition
#5939 posted by Trinca on 2009/08/20 16:47:48
lol i dont even know what is doW... doW2? roulf
look like a far cry map but with no details!
Hmm
#5940 posted by nonentity on 2009/08/20 19:59:29
Dawn of War 2.
Looks nice scamp, good fusion of themes. When I saw the game screens I was imagining something more beachy tho (compared to the layout shot), I'm aware you need to keep gameplay balanced between sides, but possibly have sea as one of the shared outer edges of the map (ie, top or bottom). Sand/beach in the middle of green hills seems strange...
And good luck with the contest :)
#5941 posted by - on 2009/08/20 20:43:00
Oh I fully relieze the strangeness. Originally thought of making the entire map an island, but a problem I would've had to deal with was hiding the edges of the map if you tilted the camera to a low angle. Instead, I decided 'fuck reality' and went full bore with something as unearthly as a landlocked beach.
Probably In The Plan
#5942 posted by ijed on 2009/08/20 21:08:14
But more buildings - stuff without human sized apertures / dimensions.
#5943 posted by negke on 2009/08/20 23:01:58
look like a far cry map but with no details!
Haha, indeed.
So just make it an island in a crate! Like that toilet map of yours, only 'used' this time.
(Ok, if you must, maybe in a Borg cube then, to comply with the scifi setting...)
So
#5944 posted by Jago on 2009/08/22 13:10:52
Noone has UnrealED3 (UT3) installed?
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