Ayumi:experimenting With Lightning
DrunkenMonkey
Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
<div class="IPBDescription">Better or Worse?</div> My Ns_Ayumi is now very-very-very close to first beta, the only things I have left to do is adding some vents, add playerstart entitys and a nice looking ready room. But yesterday I felt that the lighting was a bit boring so I experimented a little with the compile-settings, and this was what I came up with. The new look have much more contrast, and more shadows, but I think it looks less natural. What do you think? Should I keep the old settings, or does it look better now? <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Here comes the pictures:
Here comes the pictures:
Comments
you finally found env_gamma I think...
maybe you think it looks unnatural now but high contrast lightning improves the feeling of a map. looks phantastiqu?
<!--QuoteBegin--blueman+Jul 9 2003, 12:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blueman @ Jul 9 2003, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->id say that the new lighting is best for hives and areas around them, but for the rest, maybe old light. Try a mixture of the 2, maybe it works.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteBegin--Lt.Gravity+Jul 9 2003, 12:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jul 9 2003, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->you finally found env_gamma I think...
maybe you think it looks unnatural now but high contrast lightning improves the feeling of a map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Maybe you should read what he said instead of just looking at the pictures, he said he changed the compile settings, I'm guessing he increased -dscale and decreased -bounce, which is much different from env_gamma because it would brighten some areas and darken others, where as env_gamma just brightens up everything. This also means he couldn't have it one way in on place and a different way in another part of the map.
<!--QuoteBegin--Evil bOb+Jul 9 2003, 12:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil bOb @ Jul 9 2003, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I find it especialy visible in the first pic, its got a "fullbright" look before, where it looks much more atmospheric in the after pic...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->But the first pic changed the least of the 3 in lighting...? It's just the angle you're looking at it.
Which settings did u acutally edit?
Which settings did u acutally edit? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I added this after the light_exe parameters in the compile-box: "-extra -dscale 4 -gamma 0.75". <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
the after!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Exactly.
Better atmosphere too. Btw excellent looking map, can't wait to try it. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
I have to disagree. Not about that it adds atmosphere, because it does. Not about the it gives skulks a place to hide, because it probably will. Not even about that the lighting's darker, though it really isn't it's just about contrast. I have to disagree about it being realistic. As I type this right now I'm looking up at my ceiling light and seeing how the light falls. It's an even, smooth gradient across the ceiling, more like the lights in the first set of photos, not dropping off more abruptly like the second set. The first set is definately the more realistic of the two, the second creating more atmosphere by having a 'larger than life' contrast between light and dark. Having gone and examined those pictures I'm not even sure which I think looks better now.
Well, talking about the map again... I'd say something like blueman, but since the change is from compiler values, dunno, I think I prefer the new ones