Help - Search - Members - Calendar
Full Version: co_prevail (working title atm)
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
WhiteKnight1
Ok i thought i lost this map in my last format, but i found it a few days ago and im going to continure working on it.

Here are some screenies of it so far...






Thaldarin
The lack of light being emitted by so many brightly lit texture lights looks odd.
StixNStonz
Exactly what I was going to say.

Add them to your lights.rad, even with low values, and see how it turns out. You might have to turn down your regular lights, but the end result will not only look more natural, but I bet the variations will make it look way better. You'll likely have to remove a lot of the lights though, since right now they're being used more as trim textures than lights. Maybe remove two out of every 3 lights, replacing them with trim.
t0x1kw4st3
Cool map. Looks like an interesting ride. Do you have a map overview to share with us?
WhiteKnight1
I havent used a single light in it yet.

Its all being lit by the lights.rad


Tips?
Thaldarin
lights.rad is useful however I find well placed light_spots and light entities are much more useful and powerful.
Kouji_San
--- and controlable

You could increase the light intensity of the lights.rad, but this will also increase the color/light casted into the room from the light textures

Or you could put individual light entities in front of the lights to simulate the glow it should have without increasing the ambient light casted from the textures

As Thaldarin said, light spots are also very powerfull to make your lighting come alive, just make sure you are not going to create a disco lighting theme with these neon lights tounge.gif (white spots ftw here)


On a sidenote, the 2nd screenshot reminds me of an action half-life map called ahl_endlrainhc. Not the architecture, but the lights and colors used
Thaldarin
QUOTE(Kouji_San @ May 1 2008, 04:58 PM) *
On a sidenote, the 2nd screenshot reminds me of an action half-life map called ahl_endlrainhc. Not the architecture, but the lights and colors used


Reminds me more of an awful HL1 ZP Map... the disco one tounge.gif
WhiteKnight1
I have added some lights into it now and i toned down the lights.rad

Im having a bit of trouble in one of the rooms though atm, its a fairly large room and im trying to keep the entire room free of clutter.

Im also having trouble lighting this room as its so big.



Any ideas?

This is the room, and as you can see, the lighting looks crap.




I have been fiddling with the lighting and other bits with this room and i have come up with this:

GiGaBiTe
You need a more uniform lighting scheme. Bright blue and bright green don't mix and stick out like an eyesore. If you must use color, use a more suttle and darker color over a large area instead of small isolated areas.

Take a look at the hives in ns_veil, they have blues and reds that go quite well together.
Jackson3113
from those first screens, its like some crazy rainbow party of the kind that belongs in a Japanese arcade machine, do what gigabyte said. smile-fix.gif
Crispy
QUOTE(GiGaBiTe @ May 16 2008, 10:39 AM) *
You need a more uniform lighting scheme. Bright blue and bright green don't mix and stick out like an eyesore. If you must use color, use a more suttle and darker color over a large area instead of small isolated areas.

Take a look at the hives in ns_veil, they have blues and reds that go quite well together.
/agree

Try to keep to 1 or two prevailing (pun had to be made) colours and then use some smaller, brighter lights in a different colour to pick out areas of the room that need highlighting.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2008 Invision Power Services, Inc.