Bleh

tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
<div class="IPBDescription">Whatever</div><img src="http://www.personal.psu.edu/users/t/j/tjd159/a30001.jpg" border="0">

Comments

  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    dat is large O_O ... throw in a jeep(okok, dum idea maybe), some more all-white spotlights and it'll be a blast =)
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I like it alot, but what are thsoe white strieps on the ground to the left? Lighting is ok, i guess, nto sure cuz i have no idea what I'm looking at (marine part? Alien part? considering the infestation I'd say close to or alien part)Fro some reason that cilindrical thing on the left, reminds me of thsoe machiens shredder used to travel from the technodrome to the surface of the earth in those turtle cartoons d:D The cieling is a bit wierd, one of thsoe supports stops and just hangs in the air d:/ Love the lighting tho d:)
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Looking really nice.  I think the three white stripes are patterns of light coming in through those vertical slits.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    that light is an effect i am working on right now.  it currently doesnt look as good as i hoped, but in theory it should make for some nice lighting effects.  i need to make the light diffuse near the edges a bit more for realism's sake.


    another example:


    <img src="http://www.personal.psu.edu/users/t/j/tjd159/a40000.jpg" border="0">
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    The yellow illusionarry thingy that's coming from the light doesn't spread out enoguh to make the size of the bars on the ground justifiable... I'll edit this when I'm more awake with a picture to show what I mean- I just cant' put what I'm seeing in words right now.
  • F4WNF4WN Join Date: 2002-04-01 Member: 372Members
    Looks nice. Good idea with the lighting technique. I'm currently working on a technique similar, only a little more complex. I think you should get rid of the light fade though - It makes the light seem like it's lighting up the room, yet the room is dark. It just doesn't mix well.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Fabulous idea... needs a little tweaking to work.

    Because light diffuses over distance, something as small as the grate you're shining through would blur to one solid light square by the time it hit the ground... if you wanted something to realistically cast that light/shadow on the ground, it'd probably have to be at least 4ft square or so.

    An exception to this is in atmosphere-less environments, where there are no air molecules to scatter the light - shadows remain crisp (e.g. on the moon).

    I think it's a great idea!  Why not play with a light in a recess in the ceiling, 5 feet or so above a large grate set in the ceiling?  That'd make for a nice (and more realistic) shadow.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Looks great. I especially love that first shot. Wonderful atmosphere. You've mentioned that you redid the level. Is it more in the light streak theme then?

    What I really want to know is if that is real light, or if it is an overlay texture. If it's real light, I'd really like to know how you are doing it. Inspired by Doom3 shots, I set out to to the same thing in my own level, but I can't get narrow bands of light without creating a mess out of the level. Thus, I've settled with a totally different/unique appearence, which I'm totally satisfied with, but would still like to play with narrow bands of light some day. Thing is, I need real light, not overlays.

    Is that real light from spotlight entities? Or is it a texture overlay? I was certain it was an overlay when I first saw it, but after looking harder I'm not so convinced it is anymore...



    <!--EDIT|ken20banks|June 13 2002,21:55-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i think its a texture overlay, the edges on the left seem a little squared off like they go off the edge of the texture.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    allright... lemme explain:

    the yellow lines indicate the size of the square that should be made given the sheets of light coming from the light. green shaded area gives the size of the sheets of light that would need justify that large of a light pattern.

    just for future reference... if you were to create a pyramidal brush with the base at the texture over-lay, and the top poiting through the roof to the point where at the intersection of the pyramid with the roof creates a square the same size as the light.... then cut off the top of the pyramid so that it's flush with the light, and then cut the bottom of the pyramid off to the length that you want the sheets of light coming from the light to be (cut, don't stretch, otherwise you'll lose the proper angles and sizes of the sheets and it won't work), and texture, it'll look realistic.

    oi! wot a lot O woids.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    wow!  Great looking shots, but in the second ss, what is that yellow thing on the table to the left?  It does not look right ;(
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    heh, thanks for the analysis bio...  yes i understand that concept, the pic was just to see if i could fool anyone into thinking it was real light...  it is just a texture overlay...  light diffuses way too much in HL - you would have place the light source very close to the grating brush and the floor close underneith the grating...

    BUT i very close to duplicating it with real light.  i think the new built-in zoner entity light_origin may work for this effect but i am still working on it...
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