Infestation and Lighting

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Comments

  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think the lighting is at a good level, remember this is a multi-player game. If they started to brighten similar to the dark/light cycle we see when power was shut off, then that would be great.
  • DarksterDarkster Join Date: 2010-02-17 Member: 70612Members, Reinforced - Gold
    <!--quoteo(post=1988600:date=Oct 8 2012, 04:25 PM:name=Bad Mojo)--><div class='quotetop'>QUOTE (Bad Mojo @ Oct 8 2012, 04:25 PM) <a href="index.php?act=findpost&pid=1988600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heh....this probably isn't helpful because it would involve more work than just changing lights but it would be a really cool effect for eggs to give off light as well, and the outer shell was translucent, allowing one to see the embryo inside. Even have the egg's light get slightly brighter and brighter as it gets closer to hatching. (When I say brighter and brighter it should still be relatively pretty dim compared to anything else; this is a little too narrow in scope - but it's just the first thing that came to mind)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't know about the lights, but when transparency is finally in the game, you'll be able to see the embryo. You can see what it would look like <a href="http://www.artisaverb.info/NS2.html" target="_blank">here</a>.
  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    this comes very close to what ns2 should look like, i waited for months that UWE would integrate the idea, but it seems like this will be a must have mod.
    ps: in a not infested room these emergency red lights should keep pulsing and not get constant.
  • KyajinKyajin Join Date: 2012-10-05 Member: 161554Members
    Never really liked the red emergency lights. Honestly when the power node goes out and the room becomes black - THAT is awesome. It creates a great feeling that totally changes how you should approach that room, and forces marines to use their flashlights / encourages aliens to use their vision.
  • RedlightningRedlightning Join Date: 2011-12-07 Member: 136979Members
    I would definitely like to see at least a handful of these ideas tried and tested.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    edited October 2012
    Progress! After pulling my hair in frustration for a couple days, combined with the awesome help of Dghelneshi and MCMLXXXIV, combined with pretty much entirely ripping code from SoulCatcher2000 and twiliteblue's lights mod, I have finally got the mod to work in steam workshop!

    Behold! Cyst lights!

    <a href="http://i.imgur.com/XqqwB.jpg" target="_blank"><img src="http://i.imgur.com/XqqwBl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/3Z1B4.jpg" target="_blank"><img src="http://i.imgur.com/3Z1B4l.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/2nT3c.jpg" target="_blank"><img src="http://i.imgur.com/2nT3cl.jpg" border="0" class="linked-image" /></a> <a href="http://i.imgur.com/W5S7G.jpg" target="_blank"><img src="http://i.imgur.com/W5S7Gl.jpg" border="0" class="linked-image" /></a>

    More pictures from the album here: <a href="http://imgur.com/a/VzAz7" target="_blank">http://imgur.com/a/VzAz7</a>

    I also lowered the brightness, and reduced the range the cysts cast light.

    My next step is to either add atmospherics, or to make it so some of the other structures cast light. An example would be the hive or the extractor, though I don't imagine the extractor would look as cool in game unless I can find a way to add a bone to the front of it, where I can then mount a light to. And considering how I don't have 3DS Max 2009, which is the program the devs use, and also the program that was recommended in the Gorggles videos, I imagine that process to be fairly difficult.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited October 2012
    <img src="http://i2.kym-cdn.com/photos/images/newsfeed/000/216/566/tumblr_luei74eM5Q1qzo4v6o1_250.gif" border="0" class="linked-image" />

    If only the infestation would have its own bump-map that overrides the one of the surface it covers. So it doesn't look like a shiny metal plate when reflecting light.
    Oh, and I think the hive needs to be brighter. And the light should be more diffuse.

    But really, that is an astounding work. ;)

    Edit: On a second note. I find the "bigger" version of the light better. Not this bright, but as big as it was. And it just needs to be more orange. To many dark parts doesn't play good.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited October 2012
    I will be running this mod on the 420 Central server!! (in 222)

    Well done! This is how i always imagined NS2 would look with regards to lighting!

    Edit: did you remove the red lighting as well? (hopes you did)
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    Its...its beautiful
  • sunssesunsse Join Date: 2012-04-18 Member: 150665Members
    Is it up on workshop yet? I cant find it.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    The thing about the red lighting I like is that it ups the creep factory. I like the light emitting structures, but perhaps you could play with the hue/values/saturation until it is perfect.

    I'd love to see a slightly yellow/green option, or perhaps a slightly more rosey yellow.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    edited October 2012
    It is on workshop, but currently private. I was planning on doing a little bit more with the mod before making it public. Some of the things I had wanted to do was to make the cysts cast an atmospheric, make the hive cast lights/atmospherics, and to "disable" the emergency lighting from the power nodes.

    To be frank, I am absolutely terrified of changing/adding to the mod once other people have access to it, especially when I am so new to programming, so almost every test has a problem. MCMLXXXIV did help me with making an offline version of the mod I can use to test, which does help me greatly, but there is a degree of paranoia when copying that working test build over to workshop and publishing.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    God yes, great post. Watching some videos I was saddened how the flashlight isn't used more often by the marines. It'd be an interesting dynamic in the vein of L4D's own use of having to see/reload/keep your eye's peeled (even though that game was bright as heck for the most part).
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