co_prevail (working title atm)
WhiteKnight1
Join Date: 2005-01-10 Member: 34765Members
<div class="IPBDescription">Map WIP</div>Ok i thought i lost this map in my last format, but i found it a few days ago and im going to continure working on it.
Here are some screenies of it so far...
<img src="http://img341.imageshack.us/img341/9328/colong0005ii6.jpg" border="0" class="linked-image" />
<img src="http://img74.imageshack.us/img74/5852/colong0007lg4.jpg" border="0" class="linked-image" />
<img src="http://img261.imageshack.us/img261/1138/colong0001kj2.jpg" border="0" class="linked-image" />
Here are some screenies of it so far...
<img src="http://img341.imageshack.us/img341/9328/colong0005ii6.jpg" border="0" class="linked-image" />
<img src="http://img74.imageshack.us/img74/5852/colong0007lg4.jpg" border="0" class="linked-image" />
<img src="http://img261.imageshack.us/img261/1138/colong0001kj2.jpg" border="0" class="linked-image" />
Comments
Add them to your lights.rad, even with low values, and see how it turns out. You might have to turn down your regular lights, but the end result will not only look more natural, but I bet the variations will make it look way better. You'll likely have to remove a lot of the lights though, since right now they're being used more as trim textures than lights. Maybe remove two out of every 3 lights, replacing them with trim.
Its all being lit by the lights.rad
Tips?
You could increase the light intensity of the lights.rad, but this will also increase the color/light casted into the room from the light textures
Or you could put individual light entities in front of the lights to simulate the glow it should have without increasing the ambient light casted from the textures
As Thaldarin said, light spots are also very powerfull to make your lighting come alive, just make sure you are not going to create a disco lighting theme with these neon lights <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> (white spots ftw here)
On a sidenote, the 2nd screenshot reminds me of an action half-life map called ahl_endlrainhc. Not the architecture, but the lights and colors used
Reminds me more of an awful HL1 ZP Map... the disco one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Im having a bit of trouble in one of the rooms though atm, its a fairly large room and im trying to keep the entire room free of clutter.
Im also having trouble lighting this room as its so big.
Any ideas?
This is the room, and as you can see, the lighting looks crap.
<img src="http://img247.imageshack.us/img247/6231/colong0010nj9.jpg" border="0" class="linked-image" />
I have been fiddling with the lighting and other bits with this room and i have come up with this:
<img src="http://img80.imageshack.us/img80/7955/colong0011tz6.jpg" border="0" class="linked-image" />
Take a look at the hives in ns_veil, they have blues and reds that go quite well together.
Take a look at the hives in ns_veil, they have blues and reds that go quite well together.<!--QuoteEnd--></div><!--QuoteEEnd-->/agree
Try to keep to 1 or two prevailing (pun had to be made) colours and then use some smaller, brighter lights in a different colour to pick out areas of the room that need highlighting.