Another Hall Design
tech
Join Date: 2002-04-08 Member: 391Members
<div class="IPBDescription">What do u think of this one?</div> Here is yet another hall I created forgive the lighting but hl doesn't ajust for the gamma when it takes a screen shot.
Comments
From <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=100' target='_blank'>The Mapping FAQs</a>:
<b>Q: Why are my screenshots coming out darker than they look in game?</b>
A: There's this really cool effect in NS where brigher things become brighter, and darker things stay the same. It lends a more vivid and realistic view to the whole map. If you have Photoshop, and you want the screenshot to look right, use this method to fix the gamma settings.
Go to Image->Adjust->Levels in Photoshop. There are three values next to "input level". Change the last value according to this formula:
value = 255 - (WorldcraftGammaSetting - 1.0)*128
AH, YES!!!1
Awesome hall. Also what I noticed is that the lights on the bottom draw attention away from the cieling, so it's a lot easier to get ambushed. (That, by the way, is good)
From <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=100' target='_blank'>The Mapping FAQs</a>:
<b>Q: Why are my screenshots coming out darker than they look in game?</b>
A: There's this really cool effect in NS where brigher things become brighter, and darker things stay the same. It lends a more vivid and realistic view to the whole map. If you have Photoshop, and you want the screenshot to look right, use this method to fix the gamma settings.
Go to Image->Adjust->Levels in Photoshop. There are three values next to "input level". Change the last value according to this formula:
value = 255 - (WorldcraftGammaSetting - 1.0)*128 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
What can us "l337" people with MS Paint only do?
btw: what are the r_speeds? cause big halls usually cause bad r_speeds <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
(if they are already high, try to get them lower before adding details!)
- Turn off some of the texture lights (just apply a different texture instead of the texture light) to create variety.
- Use light_spots to attract attention to certain areas (i.e. doors, entryways) while leaving some areas darker. Light is a good tool to place emphasis on areas with.
- Use a different colored light to "label" vents or setpieces; a color such as red is usually identified with maintenance or vents, and is used by most NS maps for this purpose anyway.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=3723&hl=lighting+demonstration' target='_blank'>Here's a link to an old thread by Plaguebearer regarding lighting (on hallways); the images are down, so you can't really see what he means, but you can follow the directions... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--></a>
id say leave the blandness in the hallways, and let it free up some polys for larger rooms
But you should try to heigtehn the brightness-value on those lights near the ceiling.
Open it and have a look.
"d6_spot 255 255 128 50"
Just replace d6_spot with whatever texture you want to give of light.