Your Lighting Style

humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
edited July 2003 in Mapping Forum
<div class="IPBDescription">settings and values</div> I just wanted to get a feel for how others are lighting their maps, the gamma being used and such that makes it look 'right'.
For the map i'm currently working on;

My compiler settings are: extra, bounce 3, and gamma 1.0
The map is made up mostly of texlights, with a majority of the lights having a value of ~2000 for a panel light and ~1000 for more vivid lighting (dark blues and reds). Mixed in are light_spots to add light where it isn't covered by the texlights, most of these spots are ~600 to ~800 brightness, 30 radius or so.
Finally, env_gamma is 1.7

All in all it balances out to a good contrast in-game.
How about you?

edit - here is a pic that is the general theme, its actually brighter ingame but this gives you an idea.
<img src='http://www-personal.umich.edu/~jadega/test22f0000.jpg' border='0' alt='user posted image'>

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited July 2003
    The majority of my lighting (on ns_phobia) consists in light_spots but I also use some texture lighting

    The compiler settings are pretty standard, bounce 1 and extra

    My env_gamma is 1.3

    I don't consider it very special...
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    For ns_ayumi my compile settings are: "-extra -dscale 4 -gamma 0.75", and env_gamma is set to 1.8.
    This gives the lighting high contrast, and gives the map a bit scary feeling to it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    These settings could look really weird on some maps, but in this case, I think it fits the style of the map.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Maybe include a screen or two with your settings to give an idea of what it looks like in action..
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    well my texture light color scheme consists of blues and reds for the marine sections and greens and yellows for the alien hives.

    The majority of my entity based lights are light_spots, which are white light to break up the colored texture lighting.

    gamma is set at 1.7

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    don't enjoy env_gammer much

    ns_edan version 1 - 3 bounce extra rad valve's rad

    ns_edan version 2 - 3 bounce, extra, sparse, fall off type 2 valve's rad

    ns_edan final - no bounce, extra valve's rad

    ns_somensmap - no bounce, extra valve's rad, custom rad

    ns_blow version 1 - no bounce, extra rad valve's rad (no tex lighting

    ns_blow version 2 - improved the point lights brigtness to stop the use of an env_gammer valve's rad (no tex lighting

    spns1 - not light yet, but planing on using all tex lighting, from xp's rad file, and valves rad file

    eldbustertex - non playable map - extra rad, using valves rad file
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