Looking For Feedback
KungFuSquirrel
Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">Area on ns_veil</div> <img src='http://planethalflife.com/awmaps/pics/veil_overlaytest.jpg' border='0' alt='user posted image'>
Anyway, I'm trying to balance the ambient light in the room to match the light that should be coming back off the light on the floor. Is this something that looks fairly natural to most of you, or what tweaks would give the most natural look? Trying to balance it as best I can, but I'm afraid I've tweaked it as far as I can without any extra input.
Comments so far indicate parts being too bright, so I'll toy around with that.
Consider this a brief peek at ns_veil_beta3 for those of you who have seen the first 2 betas.
Anyway, I'm trying to balance the ambient light in the room to match the light that should be coming back off the light on the floor. Is this something that looks fairly natural to most of you, or what tweaks would give the most natural look? Trying to balance it as best I can, but I'm afraid I've tweaked it as far as I can without any extra input.
Comments so far indicate parts being too bright, so I'll toy around with that.
Consider this a brief peek at ns_veil_beta3 for those of you who have seen the first 2 betas.
Comments
It looks good tho, no question.
You could tweak it so it is more natural like some of the other guys suggested; or simply add a kalxon or piece of volumetric light or whatever its called. Then you might make some interesting lighting feature of this area. Otherwise I like that light and especially how you got the shape a texture yeah? Oh and also the lab textures you use are looking very nice. Especially with the new architechture ideas.
Tomas
render mode: additive
render amount: 50 (looks more natural)
and i have a low intensity white point light about 150 units above the texture itself.
<a href='http://www.personal.psu.edu/users/t/j/tjd159/strifeb2_2.jpg' target='_blank'>here's what it looks like ingame</a>
i think if you try to get the shadow texture to emit light itself, the texture becomes fullbright, which is too bright. i dont know if you have your shadow texture emitting light though.
try this out.
I finally learned how these shadows are done. now i only need t learn to create the right textures.
Keep up your great work, both of you! <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I'm pretty sure it's a func_illusionary with just the glowing parts of the lights as a texture, along with the settings he described in his post.
if the ceiling was darker it would give more contrast to the light coming in from the top, without changing light levels ... ie. if the ceiling texture was similiar to the walls (instead of the floor), i think the light would look "more natural" and you wouldn't have to change anything else.
$.02
_f
It looks good tho, no question.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I lke it with that bright of a reflection and I'm going to love the map.
Oh, and I notice you're using one of my textures, that I use for Widow, for that trim on the fan. I hate you. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
I also think the cieling aught to be different, something different than that grate texture, or at least darker and/or architecturally different to bring out those light sources.
The ambient light in the room could be kicked down, but its your choice.
Geometry is lovelly as usual <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Anyhow, to try to dilute that effect on the fans, or to add some contrast, try adding in a minor particle effect.
And I've got some plans in mind... will test them tomorrow. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I suggest using the "off" version of the lighting textures and making that whole section only illumated by those light patterns, and the red lights in the bottom left of the picture.
A few loose wires and sparks, a couple of random jets of steam and VOILA!
The effect is complete!
By the way, the octogonal shape you put in your ceiling, i suggest raising it so that instead of looking like this:
__
/ \
It looks like this:
__
| |
| |
/ \
Just looking at the screen, i can tell ya it's gonna be a key area.
Btw, it is nearby enough to maybe... seige? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I was playing around with some things today, but no real luck on getting the effect I really want out of it, sadly. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> I'll give it a few more tries, but I may have to settle for a somewhat simpler effect. I'm toying around with some architectural stuff in another little dink map right now, so maybe I can apply some of that back to this map. Trying to figure the best architectural style to maintain that consistency with Eclipse but yet also offer something different, if not new.