Lighting

PinheddPinhedd Join Date: 2003-03-14 Member: 14505Members
<div class="IPBDescription">what is a good default light level?</div> What is a good default light level before I add in actual lights?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    If most ppl suggest to make it brigher, make it brighter.
    If some ppl wand it darker make it darker.
    If some ppl want less colors make less collors and more white instead, and the other way around.

    A few "realistic shadows" and dmall dark hiding spots are always welcome.
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    <!--QuoteBegin--Ollj+Mar 14 2003, 12:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 14 2003, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If most ppl suggest to make it brigher, make it brighter.
    If some ppl wand it darker make it darker.
    If some ppl want less colors make less collors and more white instead, and the other way around.

    A few "realistic shadows" and dmall dark hiding spots are always welcome. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I disagree.

    Everyone's monitors are different. Some people have no clue on how to adjust brightness and contrast at all.
    Pretty sad if ya ask me.
    Everyone has their own tastes too. Some (like myself) prefer darker, creepy maps.
    Some like it so bright you might as well have the map with fullbright.

    Best to find what you, the designer, prefer.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    By default light level, do you mean ambient light? If you mean ambient light, then don't use it. Ambient light is only good for specific situations where you don't want complete darkness in even the most hidden shadows.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Start by running around all of the NS maps and checking how the lighting was done in them.
    Helped me a lot.

    Stick to white/light grey lighting all over, and a few red spots and glowing sprites spread around usually does the trick.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Also you can't decompile the original maps, so your left with guess and check, but in all serriousness make it look good to you, how do you like it?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Use ambient light and I may be forced to attack you.

    Re: lighting in maps...I urge that you (anyone) stay away from using white lights everywhere (how boring are they beginning to get? everything looks so grey and washed out) and instead opt for a tint of any colour of your choice. It depends on what kind of atmosphere you're trying to achieve in your map...I opted to use lots of 'tungsten' lights in Hera because of the warm look they give off, but if your map is in an industrial hearted complex or ship, then colder, bluer lights may be the better choice. Stay away from using extreme levels of colour unless done sparingly.

    Without turning this into a lecture on colour (which I'm sure I'd completely fail to do), to keep things simple when starting your map, I suggest deciding on three different lighting styles (and sources) which compliment each other and using them for the main lighting until you get ideas for other things to include. Don't be afraid to splash some vibrant colours around, so long as they sit alongside the existing lighting and don't swamp it (and also don't look out of context, eg, if you have a red light somewhere, make sure it has a determinable source, even if you can't see it (i.e. backlighting))

    Also make sure there is some variation in the lighting to keep the player's eye interested.

    Ugh, sleep...*thu-dunk*
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    Yes color lights rule! they make it look mor scifiish than office buildingish
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Make a disco room, no don't
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