I Need Your Help

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited March 2004 in Mapping Forum
<div class="IPBDescription">secondary lighting scheme for ns_shiva</div> I've had more time to map and have basically finished the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=45437' target='_blank'>steam tunnels</a> section of ns_shiva. I've gotten a few more areas sketched out, and some of the geometry done fo the more human inhabited sections of the map. However, I've been having a lot of trouble coming up with a lighting scheme. I need something more hospitable, brighter, and that transitions effectively into the lighting in those shots. I've been getting a bit frustrated with it, and its holding back the progress of the map.

Here is a very wip shot of the maintenance bay. I've compiled it, but the lighting is so bad that I wouldn't want any hint of it to influence your ideas. <img src='http://www.andrew.cmu.edu/~rmoulton/maintenance.jpg' border='0' alt='user posted image' />

I don't have much intuition as far as the numbers are concerned, so the more specific your suggestions are, the more it will help. Pick textlight textures, lighting values, light spot patterns whatever. Anything you can come up with will help, even just describing it vividly.

Thanks a bunch.

Comments

  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    <b>moultane</b> : here's my question to you....could you send that little section of the map to me and I could put the lights where I think and compile it for you then I could send you back the map file so you could see what I did? that would be easier and more fruitful than explaining... or I could just suggest what I was gonna suggest..
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    edited March 2004
    I mean... it's hard to show what I thought just using photoshop but... my thoughts were 4 spotlights (fairly narrow) with pure white light on those cranes would look nice, then an extra in the curve section. Depending on your "bounce" setting that would give a fairly nice contrast to some dark floor around it.. I'm assuming all this machinery is stopped (I didn't show this thought in the pic but) you could have one of those police cherries attached to the wall with a red light that slowly fades in and out (if you have fast it gives people headaches to play in)... Most of my ideas came from existing lighting textures you have in place (if that's what they are)...so far, what has been brilliant about your map pics is that your lighting glorifies the architecture. I don't think you should try and do anything different here.. get back to the orange glows around the edges and if you are looking for something different to make the room stand out perhaps go for the red and the ice blue around the ceiling. Blue and white have always been a good way to show that an area is cold (if done right). I would even go as far as to say use a particle system for some sort of high hanging fog if you go the blue lights above. That would look really nice actually.

    You walk into the room and see the pretty machinery only to look up at a high ceiling which you can't quite see because it is shrouded in a eery fog/mist... oh dude...

    OH! one better...put exhausts near the machinery and have a constant mist pumping out then it explains the mist in the air...OOOHHH!

    Hope this helps...or at least gives you ideas..

    (btw I played with the pic before I had the mist idea...dammit)
  • TranquilChaosTranquilChaos Join Date: 2003-07-25 Member: 18425Members
    I agree with Hanz's blue and yellow scheme, but I would positon the lights perhaps a bit differently. I'd make the blue spots on the textures on the walls emit light, not enough to illuminate the room, but enough brighten the machines and the small of the line on which they rest. This might constrast well with the yellow lights at the beginning and end of the line. I would have the rest of the floor ( the grated part )illuminated with yellow light, possibly a light spot covering most of the area. For the second level walkway with the pipe I would go with possibly a yellow/orange or red light, I would say maybe orange (possibly red) as long as it faced away from the main room and onto the wall instead. (If you can picture that.) I'm not sure how well that would look in-game tho, you'd have to try it out and see. It's hard to make suggestions without being able to test them out for yourself in-game.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    omg, thank you for comming back to this map, I really want to see this one finished!
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Maybe try something Hera-esque
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