Lighting Tricks And Tips

everseeingeverseeing Join Date: 2003-01-07 Member: 11999Members
<div class="IPBDescription">Looking for pointers</div> Ive looked at a lot of maps and a lot of the posted screenshots and a big variable in what makes a map good or not so good is definetly the way the lighting is used to accent it. I know lights, spotlights, texlights, all that stuff, but i was looking for any special tips or tricks, color combinations, things not to do, ect. people have used or find that really looks good and makes a map section really come to life. Thanks.

Comments

  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited November 2003
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=37918' target='_blank'>Because Lighting Makes Or Breaks A Map..., Go easy on colors!</a>

    Old post but lots of good information
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    One trend that i've seen is to keep colored lighting limited to areas where you might actually see it, or where it just looks too cool to not do it. Vents almost always have one color (usually red) for their lighting. computer type areas seem to bear a lot of blue or green. In general try to use accent lighting to pick out important details, so walkways, doors, weldables, omgpitofdoomintonothingzors, and other stuff all have little lights that say "hey, something important here (especially for the pit of doom, which should also have guardrails) Anyways, I guess that's my thoughts on the subject. Check the above link though, very good commentary.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Yeah, I had forgotten about that thread until I read this post and remembered it. I re-read it and I have some more inspiration for my levels :-).
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the snarkpit has some good tuts

    www.snarkpit.com

    also, try and keep you texture light colour the same colour as the texture - such as useing sun gold yellow (255 255 255), with a white texture light won't effect the area to much, but useing the white (257 257 257) will make the area look more right, as it won't have a gold tinge to it

    also, if u think that small computer console will emit light, add a small brightness light infront of it, with the colour of the console

    my gen room, in 2wad has a small computer console with its welable switches, (green console lights) so i added a green point light with the brightness of 15 - made it look good

    amckern
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