Common lighting settings
slayer20
Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
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.
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
<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...
Details like this can give a nice feeling of consistency throughout a map.
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