Just making this thread to congratulate the developers with their flashlight-effects. Look in the video to see what I'm talking about. <a href="http://youtu.be/JrMHreGJPHk?t=10m4s" target="_blank">Video</a>
Yeah its one of the things I have loved most about NS2. The lighting effects...
I hope to see maps that play with lighting a little more in the future, I would like to see less red "emergency lights". Some room should just stay dark or make the dynamic infestation cover the lights.
I don't think NS2 is too bright, far from it. But it has this somewhat washed out look, at least on my screen. Maybe they could make the colors a little bit more vibrant.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1897254:date=Jan 25 2012, 10:47 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jan 25 2012, 10:47 AM) <a href="index.php?act=findpost&pid=1897254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think NS2 is too bright, far from it. But it has this somewhat washed out look, at least on my screen. Maybe they could make the colors a little bit more vibrant.<!--QuoteEnd--></div><!--QuoteEEnd--> We just need more fog controls, currently we have a map wide fog control and the default is light grey, responsible for the washed out look...
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1897291:date=Jan 25 2012, 04:34 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jan 25 2012, 04:34 PM) <a href="index.php?act=findpost&pid=1897291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flashlight can be kind of annoying in groups because you can actually blind teammates with the volumetric effect
I'd kinda like it to be toned down just a little, but otherwise it does look good.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
I hardly use mine because there is always someone else with one on, and it negates the need for me to use it. And yeah, I get blinded all the time too :)
<!--quoteo(post=1897286:date=Jan 25 2012, 09:06 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 25 2012, 09:06 AM) <a href="index.php?act=findpost&pid=1897286"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We just need more fog controls, currently we have a map wide fog control and the default is light grey, responsible for the washed out look...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1897254:date=Jan 25 2012, 05:47 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jan 25 2012, 05:47 AM) <a href="index.php?act=findpost&pid=1897254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think NS2 is too bright, far from it. But it has this somewhat washed out look, at least on my screen. Maybe they could make the colors a little bit more vibrant.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, I actually think there's a lot of color variation in NS2, the thing is the colors are probably obscured by the somewhat generic looking areas/corridors and the same industrial theme across the maps we currently have... which will most likely change as more maps get released so no worries there :)
I hardly use mine because there is always someone else with one on, and it negates the need for me to use it. And yeah, I get blinded all the time too :)<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not neccesarily that it's bright, but because it has such a short range, you often end up with this big grey fog in front of your face and near blackness behind it, it makes it really hard to see things in the dark because it washes out the contrast in front of you.
A longer range on the flashlight would also be nice, as currently you have to be on top of something to actually get any light on it, it should be more about narrow field of view than range I think.
Make the cone a bit narrower, but make it go further, so it works better at longer range but you see less stuff overall.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1897240:date=Jan 25 2012, 12:40 AM:name=Wolpertinger)--><div class='quotetop'>QUOTE (Wolpertinger @ Jan 25 2012, 12:40 AM) <a href="index.php?act=findpost&pid=1897240"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still think NS2 is too bright. There should be more darker areas, dark corners, etc.<!--QuoteEnd--></div><!--QuoteEEnd--> If you think its too bright, you could always turn down your monitor's brightness :)
Otherwise, I'd also like to see the 'headlight in fog' effect toned down.
Some code, with comments, if people want to play around with it.
<a href="http://dl.dropbox.com/u/53107776/ns2docs/193/src/natural+selection+2/ns2/lua/Marine.lua/index.html" target="_blank">Marine.lua</a>:112~117 <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> self.flashlight:SetType( RenderLight.Type_Spot ) self.flashlight:SetColor( Color(.8, .8, 1) ) // Colours are normalised (0~1), so this corresponds to something like rgb(204,204,255)* self.flashlight:SetInnerCone (math.rad(30) ) // light's inner cone of 30 degrees from the centre self.flashlight:SetOuterCone( math.rad(35) ) // light's outer cone of 35 degrees from the centre self.flashlight:SetIntensity( 5 ) // light's intensity self.flashlight:SetRadius( 15 ) // light's range<!--c2--></div><!--ec2--> The above is server-side. * <a href="http://www.wolframalpha.com/input/?i=rgb+204+204+255" target="_blank">http://www.wolframalpha.com/input/?i=rgb+204+204+255</a>
<a href="http://dl.dropbox.com/u/53107776/ns2docs/193/src/natural+selection+2/ns2/lua/Marine_Client.lua/index.html" target="_blank">Marine_Client.lua</a>:210~224 <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if self.flashlightOn then
local coords = Coords(self:GetViewCoords()) coords.origin = coords.origin + coords.zAxis * 0.75 // offset the source of the light from the player's origin (zAxis is "forward")
self.flashlight:SetCoords(coords)
// Only display atmospherics for third person players. local density = 0.5 // density (0~1) of atmospheric lighting for my flashlight for other (third person) players if isLocal and not self:GetIsThirdPerson() then // if viewing my flashlight myself and I'm not using third-person view density = 0 // density (0~1) of atmospheric lighting for my flashlight for myself end self.flashlight:SetAtmosphericDensity(density)
end<!--c2--></div><!--ec2--> The above should be client-side.
Comments
I hope to see maps that play with lighting a little more in the future, I would like to see less red "emergency lights". Some room should just stay dark or make the dynamic infestation cover the lights.
But yeah, it is awesome. :)
I like the idea of infestation covering the lights.
We just need more fog controls, currently we have a map wide fog control and the default is light grey, responsible for the washed out look...
I'd kinda like it to be toned down just a little, but otherwise it does look good.
I'd kinda like it to be toned down just a little, but otherwise it does look good.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
I hardly use mine because there is always someone else with one on, and it negates the need for me to use it. And yeah, I get blinded all the time too :)
Yeah MAN! :D
MORE FOOOOOG!
Hmm, I actually think there's a lot of color variation in NS2, the thing is the colors are probably obscured by the somewhat generic looking areas/corridors and the same industrial theme across the maps we currently have... which will most likely change as more maps get released so no worries there :)
I hardly use mine because there is always someone else with one on, and it negates the need for me to use it. And yeah, I get blinded all the time too :)<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not neccesarily that it's bright, but because it has such a short range, you often end up with this big grey fog in front of your face and near blackness behind it, it makes it really hard to see things in the dark because it washes out the contrast in front of you.
A longer range on the flashlight would also be nice, as currently you have to be on top of something to actually get any light on it, it should be more about narrow field of view than range I think.
Make the cone a bit narrower, but make it go further, so it works better at longer range but you see less stuff overall.
If you think its too bright, you could always turn down your monitor's brightness :)
Otherwise, I'd also like to see the 'headlight in fog' effect toned down.
<a href="http://dl.dropbox.com/u/53107776/ns2docs/193/src/natural+selection+2/ns2/lua/Marine.lua/index.html" target="_blank">Marine.lua</a>:112~117
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> self.flashlight:SetType( RenderLight.Type_Spot )
self.flashlight:SetColor( Color(.8, .8, 1) ) // Colours are normalised (0~1), so this corresponds to something like rgb(204,204,255)*
self.flashlight:SetInnerCone (math.rad(30) ) // light's inner cone of 30 degrees from the centre
self.flashlight:SetOuterCone( math.rad(35) ) // light's outer cone of 35 degrees from the centre
self.flashlight:SetIntensity( 5 ) // light's intensity
self.flashlight:SetRadius( 15 ) // light's range<!--c2--></div><!--ec2-->
The above is server-side.
* <a href="http://www.wolframalpha.com/input/?i=rgb+204+204+255" target="_blank">http://www.wolframalpha.com/input/?i=rgb+204+204+255</a>
<a href="http://dl.dropbox.com/u/53107776/ns2docs/193/src/natural+selection+2/ns2/lua/Marine_Client.lua/index.html" target="_blank">Marine_Client.lua</a>:210~224
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if self.flashlightOn then
local coords = Coords(self:GetViewCoords())
coords.origin = coords.origin + coords.zAxis * 0.75 // offset the source of the light from the player's origin (zAxis is "forward")
self.flashlight:SetCoords(coords)
// Only display atmospherics for third person players.
local density = 0.5 // density (0~1) of atmospheric lighting for my flashlight for other (third person) players
if isLocal and not self:GetIsThirdPerson() then // if viewing my flashlight myself and I'm not using third-person view
density = 0 // density (0~1) of atmospheric lighting for my flashlight for myself
end
self.flashlight:SetAtmosphericDensity(density)
end<!--c2--></div><!--ec2-->
The above should be client-side.