Lighting tips

Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
<div class="IPBDescription">.....please?...</div>Hey, i'm new to the NS scene, i pretty much just idle in #naturalselection.....but recently i've gotten into NS mapping......i have a pretty good map going right now and well, i just can't seem to get the lighitng other people have......are there any special tricks, or tips anyone could point out to me, or point me to......any and all help is appreciated......

Comments

  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Here's a demonstration done by Plaguebearer a while back.  Very useful stuff:

    <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=3723" target="_blank">http://www.natural-selection.org/cgi-bin....;t=3723</a>

    Oh, and your sig image is too big.  The maximum size allowed is 400 pixels wide by 75 pixels high.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    i've been going crazy in the search function trying to find that post.  thanks!
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    <!--QuoteBegin--Insane+Oct. 03 2002,16:15--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Insane @ Oct. 03 2002,16:15)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Here's a demonstration done by Plaguebearer a while back.  Very useful stuff:

    <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=3723" target="_blank">http://www.natural-selection.org/cgi-bin....;t=3723</a>

    Oh, and your sig image is too big.  The maximum size allowed is 400 pixels wide by 75 pixels high.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Ok, thanks a bunch, and sorry about the sig.....
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hey Angel Kill, welcome.

    What I learned about lighting while working on ns_nothing:

    Basically the best thing you can do in regards to lighting is experimentation. NS lighting should be neither overly dark, nor overly bright. You need to be able to see where you are going (what's the point of detailing and even texturing a room if you can't make out the walls), but also provide a lot of atmosphere. Lighting contrast, which is achieved with lots of dark (or darkish) shadows against brightly lit areas, is the way to go. Or reverse it to be a somewhat dark area with plenty (and I mean plenty) of isolated pools of light. Spotlights (light_spot) are wonderful for this. Try experimenting around with various techniques using the light_spots. Put them behind little outjuttings or objects to create dramatic shadows, place them very near -and angled almost parallel to- a surface, experiment with different light cone spreads (inner and outer angle), etc etc. With extensive and creative use of spotlights, you'll find it much easier to create atmospheric and high-contrast areas. Extensive use, so that you end up with tons of lights (which leave nice dark shadows in between) creating an atmosphere that <i>feels</i> dark, yet actually isn't... and creative use, as in: Standard light_spot circular pools of light aren't all that exciting any more. It's all about the angles and light obstruction here. Again, placing small objects in front of the light sources will help create more varied and dramatic shadows.

    One more thing to keep in mind about NS lighting is <b>color</b>. Subtle (and sometimes not-so-subtle) colored accent lighting can do wonders for atmosphere, and if not overused, can really liven up an otherwise drab room. What seems to be the key to colored lighting is to keep it controlled. A blaring red lit hallway will never look as good as a hallway with a soft -yet defined- red accent mixed with white or grey primary lighting.

    Umm... yeah. Hope that helps a little. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|ken20banks|Oct. 03 2002,15:29-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    PB:  No problem.  I think the search function is borked, I was trying to search for it, but in the end I just found it "manually"

    Angel:  No worries about the sig.  You didn't know <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    I agree completey with what Ken said.  A good technique I have found is to have a good mixture of spotlights and coloured texture lights so that the level is nice and bright, and then experimenting with turning various ones off to see what created the most ominous, skulk concealing shadows, whilst still keeping plenty of the original brightnes.  Ken has done this wonderfully in his level, he is the god of lighting  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    Hehe, i'm experimenting right now with some lights, as i type it's compiling....my problem is, i have the spatial ability to imagine things inside of my head....to view them as if they were real, like i've seen them before....but.....i have a hard time converting these images into an artistic ability and being able to express it more tangibly....
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    draw out your maps first.  makes a heap of help.
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    .........yeah, i should, but then i lose motivation.....

    ......i'm having a bit of trouble here....i can't seem to get any spotlights to work....do i need to use the compiling tools that came with the NSTR ?
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Or the newest versions of <a href="http://www.valve-erc.com/resources/?page=zhlt" target="_blank">Zoners</a> Half Life tools have all the special things added in (according to some other mappers at least, correct me if I am wrong). Just make sure you use the NS FGD and it should all be the same.
  • Angel_KillAngel_Kill Join Date: 2002-10-04 Member: 1423Members
    Ok, i usually use Zoner's tools anyway <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->...thanks....also, where can i pick up the new .fdg?  I found a link, but it was broken....
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    The fgd file must have been lost during the recent ns.org ISP changes (or something). The version supplied in the NSTR2 should hold you over until the game is released (which will include the latest fgd, obviously). All you'll really have to remember in the mean time is that the command console is now a point based entity in the new fgd. Just don't go designing it from brushes (rather leave a small open area for it), and you'll be fine. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The new fgd also includes additions such as the info_location, but those are to be added at the end of a map's development cycle anyway.
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