I need some light opinions

bluemanblueman Join Date: 2002-04-09 Member: 399Members
<div class="IPBDescription">Too many? more?</div>ok. THIS PART is near the marines start, so it needs to be lighten, but i think ive put much.

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_ascensor0000.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_ascensor0001.jpg" border="0">

Ok this is the passage. i think it needs some shadows, but....

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_ascensor0002.jpg" border="0">

<img src="http://www.planethalflife.com/roleplayhl/team/blueman/ns_ttro_ascensor0003.jpg" border="0">

These 2 shots are from the elevator which will lead to the before shown passage. Now i think this is 2 dark. so ill add a light_spot or somethin else.

Comments

  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    Delete this. I accidentally replied twice.
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    maybe in that first pic, u could darken the hallway a bit then use illusionaries or smaller lights for each collum
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    ahhh. I see what you coudl do for shadows- hace some sort of structural thing poking out of the walls to break up the flatness of the wall- with teh lights you have in there now, it'll create enough shadows to break up the monotony of the lighting.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    I think it looks fine! My only suggestion would be to follow the sublight light texture onto the sides of those arches too. That'll help break up the 'light' feeling as its a dark texture, and also it looks a bit odd with the green/brown walls directly merging into the dark metallic one.

    Just use the edge of the sublight texture on the pillar - not the part of it with the lights.

    Unless you have the sublight texture set to give off light, in whcih case I'd take it out of your RAD file and light the area up with pointlights instead. (A pointlight in front of each light, or every 2 lights, or whatever.)
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    On second inspection it looks like you are using texture lights, which is why the bright part looks so bright. I'd suggest that instead of that, you use the texture <b>nos_sublight1-b</b> in the attached .wad on a func_illusionary hovering about 1 or 2 units in front of the arches and set to additive render mode 255. This'll just make the light parts light! If you want you can then add this texture to your .rad file so it gives off light.

    If you want to make them look even cooler, set the render FX to <b>distort</b>, and they'll 'hum'. (ie, flicker on and off extremely quickly making it look as though they are not quite working properly, whilst not actually being distracting.)

    There are also a few other textures that I've modified/created in this .wad so feel free to use them.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    thx very much for the textures Merk. In the shots ive already used a modify texture i did for those columns, after reading in a post something of a trick of light using a texture which is mid wall/mid light and then adding an another brush with additive / 255. So the colums texture is not the one which is giving light. So ill do that you telling me about also using thaty texture un the sides of the colum, great idea <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->.

    The problem is ive got (in the lights.rad) a 100 for the light "power" and it still gives 2 much light.

    well, thx.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    then decrease the 100 to say 75, texture light light value is much harder to get right than pointlights (or is for me =D)
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