I think the lighting is at a good level, remember this is a multi-player game. If they started to brighten similar to the dark/light cycle we see when power was shut off, then that would be great.
<!--quoteo(post=1988600:date=Oct 8 2012, 04:25 PM:name=Bad Mojo)--><div class='quotetop'>QUOTE (Bad Mojo @ Oct 8 2012, 04:25 PM) <a href="index.php?act=findpost&pid=1988600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heh....this probably isn't helpful because it would involve more work than just changing lights but it would be a really cool effect for eggs to give off light as well, and the outer shell was translucent, allowing one to see the embryo inside. Even have the egg's light get slightly brighter and brighter as it gets closer to hatching. (When I say brighter and brighter it should still be relatively pretty dim compared to anything else; this is a little too narrow in scope - but it's just the first thing that came to mind)<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know about the lights, but when transparency is finally in the game, you'll be able to see the embryo. You can see what it would look like <a href="http://www.artisaverb.info/NS2.html" target="_blank">here</a>.
this comes very close to what ns2 should look like, i waited for months that UWE would integrate the idea, but it seems like this will be a must have mod. ps: in a not infested room these emergency red lights should keep pulsing and not get constant.
Never really liked the red emergency lights. Honestly when the power node goes out and the room becomes black - THAT is awesome. It creates a great feeling that totally changes how you should approach that room, and forces marines to use their flashlights / encourages aliens to use their vision.
Progress! After pulling my hair in frustration for a couple days, combined with the awesome help of Dghelneshi and MCMLXXXIV, combined with pretty much entirely ripping code from SoulCatcher2000 and twiliteblue's lights mod, I have finally got the mod to work in steam workshop!
More pictures from the album here: <a href="http://imgur.com/a/VzAz7" target="_blank">http://imgur.com/a/VzAz7</a>
I also lowered the brightness, and reduced the range the cysts cast light.
My next step is to either add atmospherics, or to make it so some of the other structures cast light. An example would be the hive or the extractor, though I don't imagine the extractor would look as cool in game unless I can find a way to add a bone to the front of it, where I can then mount a light to. And considering how I don't have 3DS Max 2009, which is the program the devs use, and also the program that was recommended in the Gorggles videos, I imagine that process to be fairly difficult.
If only the infestation would have its own bump-map that overrides the one of the surface it covers. So it doesn't look like a shiny metal plate when reflecting light. Oh, and I think the hive needs to be brighter. And the light should be more diffuse.
But really, that is an astounding work. ;)
Edit: On a second note. I find the "bigger" version of the light better. Not this bright, but as big as it was. And it just needs to be more orange. To many dark parts doesn't play good.
The thing about the red lighting I like is that it ups the creep factory. I like the light emitting structures, but perhaps you could play with the hue/values/saturation until it is perfect.
I'd love to see a slightly yellow/green option, or perhaps a slightly more rosey yellow.
It is on workshop, but currently private. I was planning on doing a little bit more with the mod before making it public. Some of the things I had wanted to do was to make the cysts cast an atmospheric, make the hive cast lights/atmospherics, and to "disable" the emergency lighting from the power nodes.
To be frank, I am absolutely terrified of changing/adding to the mod once other people have access to it, especially when I am so new to programming, so almost every test has a problem. MCMLXXXIV did help me with making an offline version of the mod I can use to test, which does help me greatly, but there is a degree of paranoia when copying that working test build over to workshop and publishing.
God yes, great post. Watching some videos I was saddened how the flashlight isn't used more often by the marines. It'd be an interesting dynamic in the vein of L4D's own use of having to see/reload/keep your eye's peeled (even though that game was bright as heck for the most part).
Comments
I don't know about the lights, but when transparency is finally in the game, you'll be able to see the embryo. You can see what it would look like <a href="http://www.artisaverb.info/NS2.html" target="_blank">here</a>.
ps: in a not infested room these emergency red lights should keep pulsing and not get constant.
Behold! Cyst lights!
<a href="http://i.imgur.com/XqqwB.jpg" target="_blank"><img src="http://i.imgur.com/XqqwBl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/3Z1B4.jpg" target="_blank"><img src="http://i.imgur.com/3Z1B4l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/2nT3c.jpg" target="_blank"><img src="http://i.imgur.com/2nT3cl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/W5S7G.jpg" target="_blank"><img src="http://i.imgur.com/W5S7Gl.jpg" border="0" class="linked-image" /></a>
More pictures from the album here: <a href="http://imgur.com/a/VzAz7" target="_blank">http://imgur.com/a/VzAz7</a>
I also lowered the brightness, and reduced the range the cysts cast light.
My next step is to either add atmospherics, or to make it so some of the other structures cast light. An example would be the hive or the extractor, though I don't imagine the extractor would look as cool in game unless I can find a way to add a bone to the front of it, where I can then mount a light to. And considering how I don't have 3DS Max 2009, which is the program the devs use, and also the program that was recommended in the Gorggles videos, I imagine that process to be fairly difficult.
If only the infestation would have its own bump-map that overrides the one of the surface it covers. So it doesn't look like a shiny metal plate when reflecting light.
Oh, and I think the hive needs to be brighter. And the light should be more diffuse.
But really, that is an astounding work. ;)
Edit: On a second note. I find the "bigger" version of the light better. Not this bright, but as big as it was. And it just needs to be more orange. To many dark parts doesn't play good.
Well done! This is how i always imagined NS2 would look with regards to lighting!
Edit: did you remove the red lighting as well? (hopes you did)
I'd love to see a slightly yellow/green option, or perhaps a slightly more rosey yellow.
To be frank, I am absolutely terrified of changing/adding to the mod once other people have access to it, especially when I am so new to programming, so almost every test has a problem. MCMLXXXIV did help me with making an offline version of the mod I can use to test, which does help me greatly, but there is a degree of paranoia when copying that working test build over to workshop and publishing.