Common lighting settings

slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
edited April 2010 in Mapping
Generally, what this thread is about is posting some great light settings and how the general design looks for where said light might be placed.

So yeah, post a screenshot showing off your lights that you think look good and give us your settings that you used.

This is what I'm using for Resource Nodes:
<img src="http://img714.imageshack.us/img714/7049/resnodelight.png" border="0" class="linked-image" />

Here are me settings for Doors:
<img src="http://img96.imageshack.us/img96/9333/doorlight.png" border="0" class="linked-image" />

So yeah, you don't have to be too specific with this stuff, but this could really help people that want to give their level some nice lighting.

Edit: I also thought that we could use certain settings for certain areas and what not. I'm pretty sure there is a word that describes what I'm trying to say, but I can't think of what it is.

Comments

  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i'm kinda wondering what is going to happen to the resource node light when a resource tower is placed on the node - will do something crazy with shadows? or illuminate the restower from the inside?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2010
    This one is how I light a locked door, keep an eye on the four corner lights on the door frame, I think slayer20 is using a little bit too much max distance, making the doorframe light also light up the door itself.
    <ul><li>I use a high intensity light that has a bright spot at the light, while keeping the max range (blue circle) out of range from the door itself.</li><li>The red light's origin is closer to the door, making sure it does not light the doorframe on the front</li></ul>
    <div align='center'><a href="http://farm5.static.flickr.com/4069/4527049588_02146018c1_o.jpg" target="_blank"><img src="http://farm5.static.flickr.com/4069/4527049588_6c4d18dc92.jpg" border="0" class="linked-image" /></a></div>

    Good question regarding the RT, I'm also wondering what the doors will do when they are able to open and lit the way light I light them...
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Clever Kouji, been thinking about how to make locked doors different. The red light seems like a great idea.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yeah I noticed you can do this to most lit models, as long as you use a light that is much brighter then the original color. It works best on lighter colors (closer to white on the color selection swatch)
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I like your way of lighting much more! Time to change my door lights :P
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Those lights still attract the player towards the door, they think "Ohhhh a lit area must be a door I can go through". It's also an extremely expensive way to say "Don't come here", when no light at all says it just the same, don't you think?
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    edited April 2010
    I think it depends Thaldarin, If there is a respective constant approach on locked doors and open doors, the player will identify which is which. The color will give a hint to the player.

    Details like this can give a nice feeling of consistency throughout a map.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2010
    Green/light blue highlighted doors will give a hint towards doors that can actually open. I've done it on achio with the the blast doors that seal of the areas that are damaged and now vacuum with red lights and the same blast doors that can/are open with white-blueish lights

    Red means stop in general and it looks nicer then a locked door just sitting there in the dark, making all that awesome modeling going to waste :P


    And it's not at all that expensive with the low range of the lights and no shadow casting (I've got 3 doors in a heavily lit area and performance is smooth on my not brand new HD4850/512mb
Sign In or Register to comment.