Lighting Opinions...
wrongwaygoback
Join Date: 2003-03-02 Member: 14237Members
<div class="IPBDescription">Help me make up my mind...</div> I'm currently setting up lighting in my map, and which way I go is pretty much gonna affect a third of the map, so I'm looking for what people think.
Do you prefer....
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/console_1.jpg' border='0' alt='user posted image'>
or
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/console_2.jpg' border='0' alt='user posted image'>
Specifically, should the holodecks be yellow or blue? What about the powerpipes? I think they should be opposing colours, but I'm not sure which I prefer.
Do you prefer....
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/console_1.jpg' border='0' alt='user posted image'>
or
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/console_2.jpg' border='0' alt='user posted image'>
Specifically, should the holodecks be yellow or blue? What about the powerpipes? I think they should be opposing colours, but I'm not sure which I prefer.
Comments
agreed make both blue
Ever tried to make the consoles more red (worm cold contrast) ?
I'd say make them more amber, less yellow.
Everyone loves blue, but blue is everywhere at the moment, so I'm not sure... I have to admit, I like the yellow console, but I'll try ambering it up a little and deeping the blue tonight, then repost the new pics and ask for some more divided opinions.
All the light sources have a value setting in the lights.rad file the toolset uses when compiling. Here is a good tutorial:
<a href='http://ns.valve-erc.com/?loc=tutorials&id=2&PHPSESSID=09b2faf6d53695ea30b268503e544dbf' target='_blank'>http://ns.valve-erc.com/?loc=tutorials&id=...0b268503e544dbf</a>
To get the hologram look/feel, you need to set the brush to an entity (func_illusionary), then use the following settings:
Render Mode: Additive
Render Amount: 255
With those particular pics not all the hologram surfaces let off light, only the side/base panels do (otherwise it looks crap, coz if it's too bright you can't see the holo-details well enough). So I made a new texture (holo_ytile), put that in the lights.rad file to create an effect of lighting the surrounding area (all these textures will end up in the ns_remix.wad when I re-release it sometimes within the week.)
For the tubes follow this tutorial:
<a href='http://ns.valve-erc.com/?loc=tutorials&id=7&PHPSESSID=d1d7f868172932422e5bc50925c97bff' target='_blank'>http://ns.valve-erc.com/?loc=tutorials&id=...e5bc50925c97bff</a>
Again, I've subsituted a few of my own textures for the yellow tubes (and found out that the "scroll" part of the "scrollarc" name was pretty damn important, something the tutorial doesn't mention). I also dropped the Render Amount for the Scrollarc down from the tutorial to create more of an opaque "glass" effect, and switched the "not solid" off so that skulks can walk on it.
Here we go again... which do you prefer?
1.
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/console_4.jpg' border='0' alt='user posted image'>
2.
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/console_5.jpg' border='0' alt='user posted image'>
and for the record, blue + blue makes...
<img src='http://www.wrongwaygoback.com/images/designforlife/ns/console_3.jpg' border='0' alt='user posted image'>
Belg
thanks all.