Your Lighting Style
humb1ed
Join Date: 2002-10-06 Member: 1446Members
<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'>
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
The compiler settings are pretty standard, bounce 1 and extra
My env_gamma is 1.3
I don't consider it very special...
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.
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-->
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ns_edan version 2 - 3 bounce, extra, sparse, fall off type 2 valve's rad
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