von*ferret Posted December 13, 2004 Report Posted December 13, 2004 No, I suppose I haven't learned anything regarding lighting in the 3 years I've been mapping. It doesn't have any of the nicer lighting visible because of the new way light_spots work - I assumed that the outer range of the lighting cone would actually cast some level of light onto surfaces when in fact it doesn't do that very well, so I've had to readjust settings on the lights. The compile time takes quite a while so I can't really just do a quick 'recompile and re-screenshot' so I'll get some nicely light-up screenies when I have the time to recompile. Just figured I'd show progress. This is the WIP section, is it not? dude calm down. We were pointing out that nothing is being lit. Dont post screenshots of things that aren't lit unless you want the response you got. I understand how it sucks with compiling. It took 15 hours for my fairytale level to compile on an AMD64 fx53 2gigs of ram. Thats not pretty but I still refrained from showing shots of things that were not done or ready to be shown for suggestions. Quote
RabidMonkey Posted December 23, 2004 Author Report Posted December 23, 2004 Updates... Apologies well for as acting like a complete ass. I hope I've relight some of it a bit better? Some of it still needs work, though I feel the interior lighting is better, and it's easier to see in-game for some reason. Quote
Trapt Posted December 23, 2004 Report Posted December 23, 2004 This level is truly amazing. Rabid let me have a run through it, and it is one of the most detailed maps I have ever seen. Brilliant stuff Rabid, keep it up. The fog looks a little strange to me though. Quote
kasikahma Posted December 23, 2004 Report Posted December 23, 2004 Oh my this is a real beauty. I love pretty much everything in this map especially interiors but however I think that environment lighting looks a bit odd. Quote
Trapt Posted December 23, 2004 Report Posted December 23, 2004 Yes, I kind of agree. Perhaps it's the angle, it looks a bit odd. Perhaps change it around a bit and experiment. Quote
Campaignjunkie Posted December 23, 2004 Report Posted December 23, 2004 Cool skybox with the buildings, and I like the architecture/style. But the lighting is really hurting the map. Really really hurting it. I really disagree with the environment color you chose, too harsh / extreme. Generally way too much of the map is in shadow, and it's important for multiplayer levels to usually be a lot brighter. You seem to only have this problem outdoors, so I would suggest to tweak environmental lighting a lot. Quote
RabidMonkey Posted December 23, 2004 Author Report Posted December 23, 2004 @Trapt - I believe I've set the angle with the env_sun which is where the skybox sun is, so light is being cast from the source of the sun where it would actually be - I can't edit the skybox so it has to stay there D: As for the color...It's too harsh orange? Should it be more of a...soft peachy color? Quote
Trapt Posted December 23, 2004 Report Posted December 23, 2004 http://rabidmonkey777.bluewolf72.com/im ... l40006.jpg There is a SLIGHT gap in between two buildings on the left, I'd say you could put an env_sun in there somehow. That would clear up the large amount of shadow. If you can get it in there that is. Quote
RabidMonkey Posted December 23, 2004 Author Report Posted December 23, 2004 I'll fill the gap alright, but not with the env_sun D: - It automatically goes towards the skybox's set sun for some reason, which is directly behind there coming through the highway over there. There's a screenie with it, I believe. Check the base dm_petrol directory. Or you've already seen it Quote
Trapt Posted December 23, 2004 Report Posted December 23, 2004 I have seen it, but I do agree with the others that too much of the outside area is in shadow. It just doesn't look natural to me. The only fault I can put this map. D: Quote
Thrik Posted December 23, 2004 Report Posted December 23, 2004 It's nice structurally, but in those latest screenshots (the older ones aren't working) the lighting seems really dark. If you were to lighten up the whole thing and then choose your darker areas very carefully (rather than it being the other way around) I think it'd make it a bit nicer. Think about colour too -- you kind of have a piss-yellow scheme going on right now, which doesn't look too good. Quote
Taylor Swift Posted December 23, 2004 Report Posted December 23, 2004 NOW THIS LOOKS LIKE HALF-LIFE 2 Level Should Be. awsome. Quote
Thrik Posted December 23, 2004 Report Posted December 23, 2004 It may be worth experimenting with those glowy type things too, with light sources -- I forget what they're called. Give me a few minutes and I'll quickly edit one of your screenshots to show what I mean. Quote
Thrik Posted December 23, 2004 Report Posted December 23, 2004 Yar, this is more like how I'd do it. What are those glowy things called again, like I put around the lights, windows and door? I've seen them in some maps so I know they can be done, I just emulated them with a shitty brush. D:~ Quote
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