Nice Looking Lights, Without Using Overlays

DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
edited September 2003 in Mapping Forum
<div class="IPBDescription">An entitycount-friendly method</div> The light-textures in the ns.wad are all very high-quality work, but when you use them as texturelights they tend to look too bright and very unnatural. This is something I have also spotted in some of the official maps, and it looks just...ugly. An easy way to fix this is to use overlays, but this often means much higher entitycount, and if there's something ns-maps doesn't need more of, it's entitys. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
But don't worry, just take the light-texture and open it in, for example, Photoshop and edit the brightness and contrast, to make the texture darker, which makes it look much better ingame.

And for you lazy people, just download the wad-file I made: <a href='http://home.no/drunkenmonkey/drumon_lightwad.wad' target='_blank'>Here!</a>

(I'm swedish, and as you have noticed I have some problems writing in english...but I think the pictures below will explain what I'm trying to say <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )

The lights on the top of the picture is the ones from the ns.wad, and to lower ones are mine. See the difference? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<img src='http://home.no/drunkenmonkey/light1.jpg' border='0' alt='user posted image'>

<img src='http://home.no/drunkenmonkey/light2.jpg' border='0' alt='user posted image'>

<img src='http://home.no/drunkenmonkey/light3.jpg' border='0' alt='user posted image'>

The lights on the left are mine, and the lights on the right is from the ns.wad.
<img src='http://home.no/drunkenmonkey/light4.jpg' border='0' alt='user posted image'>

<i>I hope anyone will find this useful!</i>
/Drunken.Monkey

Comments

  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    I'm not too fond of the coloured lights, with the decreased brightness it looks like theres black where there shouldn't be any.

    The vertical strips however look much improved. Nice.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Downloading now...

    Was the brightness/contrast change consistent, or did it change according to the texture? I want to know in case i need to make a quick one and there's a formula to follow.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin--Kage+Sep 1 2003, 04:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Sep 1 2003, 04:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Downloading now...

    Was the brightness/contrast change consistent, or did it change according to the texture? I want to know in case i need to make a quick one and there's a formula to follow. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It depens on the texture, but around "Brightness: -30" and "Contrast: +30" in photoshop, works well allround. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Sign In or Register to comment.