Yeah, I use env_gamma at 1.0. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I have not noticed any significant improvement at higher settings.
An env_gamma setting of 1.0 is doing exactly nothing. I suspect you knew that though since you added a wink at the end of that statement.
Just in case you didn't already know, the env_gamma is really more aptly named env_overbrightening. Even though a higher gamma setting will tend to increase the overall brightness a bit, its main purpose is to saturate colors and give everything a much more vibrant look. Trust me, it makes a huge difference. But, you will want to set this value <i>before</i> you really start tweaking your lighting. Otherwise, you may have to go back and change a bunch of light values later. The only problem with env_gamma (and you monitor/video card gamma) is that it doesn't affect screenshots you take in-game. So even if you have env_gamma set to something like 1.8, any screenshots you take will look no different from those taken when there is no env_gamma setting at all.
Relic - so I guess if I get inspired to use higher env_gamma settings, I should stop posting pics in here. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
All that stuff about env_gamma I discovered on my own. I'm having reasonable success lighting my map adequately with it set at 1.0. I would like to know what some of the veteran mappers have to say about env_gamma. If I should have a change of mind, I'd prefer it happen sooner rather than later. ...Ken?
As for the "spacey" feel, I think it may not be felt as much in the rest of the map. Two reasons: I want to express the transition from a shuttle to a large facility, and I'm really finding it confining to only use textures with a metal/plastic look to them.
Again, a challenge to texture artists: Give me textures! I'd love to have a good texture for an iris door, and any metal or synthetic material in walls, floors, and ceilings.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
If you want my opinion on the env_gamma, I would definately say "use it". Each map is different and the average settings might not work best on all maps. Regardless though, most people icluding Relic and Merkaba (NS's only official mappers) are using something around 1.8 in their current maps. (Please correct me if I'm wrong... Just going off my memory.) The setting I'm using in my current map is also very close to that at 1.777.
<i>*cough* There are a select few who've <b>had</b> to have picked up on my obsession with a *cough* certain number by now...</i>
The env_gamma really does help the visual apperence of any map if the lighting is adjusted for it. Like many have said before, it makes it look a bit more like Q3 then HL. Definately follow Relic's advice and implement this early on if you're going to..
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As far as not showing up in screenshots... There is a nifty little method described in the mapping FAQ of this forum detailing how to get your shots to match that what you see ingame. In PhotoShop that is.
I don't have PS, but I found that if I increase the Brightness of the shot by 50%, and then up the Contrast by 50%, it comes out pretty equal. Could be different with other env_gamma settings.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Don't forget that something you try might come out freakishly ugly, but with a little tweaking in the lighting, any particular env_gamma setting could come out really nice. In other words the lighting itself will, more likely then not, need to be adjusted.
Seriously though, I mentioned it to him a couple posts up.. hehehe...
(I don't know why I think it's so funny but... it is. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Man I need some sleep...)
In my quick efforts, I couldn't get PhotoShop to turn out quite the extremes that env_gamma creates. You were right Ken, I'll have some tweaking to do.
I saw some things in a couple other areas that sold me on the use of env_gamma. Overall, I just felt like it highlighted the things I had been working to get just to be noticeable. In some places the difference was night and day! (Heh, almost literally.)
very nice lighting, and the textureign has improved a lot, is this close to marinespawn, cuz the walls seem a bit busy for the level 1's to climb, not impossible i guess ,but it'll take you some practice, ok just ignore this I'm sure it can be done. I like that red lighting very cool <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Well, that is a good point interfector! Yes, this is just the corridor between the Marines spawn and the first resourse node and command center. However, that is a point I'll keep in mind as I continue. Fortunatly, the picture I have in my mind of the space station isn't nearly as busy. I suppose I can put clip-brushes to work if I have any areas of concern.
I'm really glad that people feel the "busy" on these parts of the map, because I really hope they feel a sense of being lost the moment they burst out onto the station's decks.
Thanks for your comments on the lighting, Ken! I've been drawing my inspiration off works by Merkaba, Relic, and yourself. Oh, and the fact that I've wanted to to something like this for a very long time. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
IMO, this is where the ol' HL engine shines.
(Killtoy wanders off to try to figure out what he did wrong with his func_illusionary of some cables.)
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
<!--QuoteBegin--Killtoy+Mar. 30 2002,09:30--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Killtoy @ Mar. 30 2002,09:30)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I suppose I can put clip-brushes to work if I have any areas of concern.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Just a reminder that the aliens can not climb on clip (or sky) brushes. An alternative that will cost you some clipping hulls is to use a func_wall textured with halflife's "invisible" texture, set at Solid 255.
I think that the lighting is good in that hallway there. One thing that I, personally, would add would be some kind of white light at floor level on both sides, behind the pipe. I'd angle it so most of the light hit the walls. It might make an interesting contrast, or it might destroy the look and feel of the corridor. Anyways, good work.
The "pipes" are part of the hydraulic system that extends the airlock to the shuttle. Any features along those pipes will have to be recessed into the walls.
Not to fear, additional lighting is planned - just one of many little details I need to go back and do. I should start making a list so I get it all at once. :/
You'll see what I have in mind eventually. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
<!--QuoteBegin--ken20banks+Mar. 30 2002,12:16--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ken20banks @ Mar. 30 2002,12:16)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->clipping hulls is to use a func_wall textured with halflife's "invisible" texture, set at Solid 255.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Or any other number, from 1-255 ... 'Solid' isn't very discerning <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I agree w/ greedo, for me that hallway is too red. If it isnt that long of a hallway thats fine but if i was you (and im not) I would add a white light to break up the red.
Comments
I have not noticed any significant improvement at higher settings.
Just in case you didn't already know, the env_gamma is really more aptly named env_overbrightening. Even though a higher gamma setting will tend to increase the overall brightness a bit, its main purpose is to saturate colors and give everything a much more vibrant look. Trust me, it makes a huge difference. But, you will want to set this value <i>before</i> you really start tweaking your lighting. Otherwise, you may have to go back and change a bunch of light values later. The only problem with env_gamma (and you monitor/video card gamma) is that it doesn't affect screenshots you take in-game. So even if you have env_gamma set to something like 1.8, any screenshots you take will look no different from those taken when there is no env_gamma setting at all.
Relic - so I guess if I get inspired to use higher env_gamma settings, I should stop posting pics in here. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
All that stuff about env_gamma I discovered on my own. I'm having reasonable success lighting my map adequately with it set at 1.0. I would like to know what some of the veteran mappers have to say about env_gamma. If I should have a change of mind, I'd prefer it happen sooner rather than later. ...Ken?
As for the "spacey" feel, I think it may not be felt as much in the rest of the map. Two reasons: I want to express the transition from a shuttle to a large facility, and I'm really finding it confining to only use textures with a metal/plastic look to them.
Again, a challenge to texture artists: Give me textures! I'd love to have a good texture for an iris door, and any metal or synthetic material in walls, floors, and ceilings.
KT
<i>*cough* There are a select few who've <b>had</b> to have picked up on my obsession with a *cough* certain number by now...</i>
The env_gamma really does help the visual apperence of any map if the lighting is adjusted for it. Like many have said before, it makes it look a bit more like Q3 then HL. Definately follow Relic's advice and implement this early on if you're going to..
--------------------
As far as not showing up in screenshots... There is a nifty little method described in the mapping FAQ of this forum detailing how to get your shots to match that what you see ingame. In PhotoShop that is.
I don't have PS, but I found that if I increase the Brightness of the shot by 50%, and then up the Contrast by 50%, it comes out pretty equal. Could be different with other env_gamma settings.
I'll play around with settings now that I can see the effects on some varried ligthings.
KT
<i>Now</i> lets see what env_gamma does!
Seriously though, I mentioned it to him a couple posts up.. hehehe...
(I don't know why I think it's so funny but... it is. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Man I need some sleep...)
Before:
I saw some things in a couple other areas that sold me on the use of env_gamma. Overall, I just felt like it highlighted the things I had been working to get just to be noticeable. In some places the difference was night and day! (Heh, almost literally.)
Quite a difference, huh?
BTW, That last shot is amazing... It's got a movie-like atmosphere. A novice at lighting techniques? Ha.
I'm really glad that people feel the "busy" on these parts of the map, because I really hope they feel a sense of being lost the moment they burst out onto the station's decks.
Thanks for your comments on the lighting, Ken! I've been drawing my inspiration off works by Merkaba, Relic, and yourself. Oh, and the fact that I've wanted to to something like this for a very long time. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
IMO, this is where the ol' HL engine shines.
(Killtoy wanders off to try to figure out what he did wrong with his func_illusionary of some cables.)
Just a reminder that the aliens can not climb on clip (or sky) brushes. An alternative that will cost you some clipping hulls is to use a func_wall textured with halflife's "invisible" texture, set at Solid 255.
Well, thanks for the heads-up.
Not to fear, additional lighting is planned - just one of many little details I need to go back and do. I should start making a list so I get it all at once. :/
You'll see what I have in mind eventually. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Or any other number, from 1-255 ... 'Solid' isn't very discerning <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->