Lighting, skyboxes.

IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
I got inspired by the NS2 screenshots/artwork, and wanted to add something that looked just like it in the map I'm working on for NS(1). This is incomplete, and the lighting is too dark in this area. But it shows the lighting I've been working on... seperate sky boxes in each window, (thick) orange glass, and so forth. I do not want to add the (transparent) glow coming through the windows, as this has to be seperate square brushes. It will look horrible if I add it.

<a href="http://img528.imageshack.us/img528/6962/nslighttests0000.jpg" target="_blank">http://img528.imageshack.us/img528/6962/nslighttests0000.jpg</a>
<a href="http://img228.imageshack.us/img228/6492/nslighttests0003.jpg" target="_blank">http://img228.imageshack.us/img228/6492/nslighttests0003.jpg</a>
<a href="http://img228.imageshack.us/img228/5585/nslighttests0005.jpg" target="_blank">http://img228.imageshack.us/img228/5585/nslighttests0005.jpg</a>
<a href="http://img216.imageshack.us/img216/8210/nslighttests0008.jpg" target="_blank">http://img216.imageshack.us/img216/8210/nslighttests0008.jpg</a>

If anyone has any cool sky textures to go with this, I would be very happy. I need, and want, an orange sky... city view is ok, regular mountains or any other ideas would do just fine as long if its orange. The map, as I said before, is supposed to be a work colony for humans, infected by the alien race. Kind of like from the movie aliens, I wanted an outer fence, and maybe a couple of houses down below on the ground, etc. (I guess this can be done by merely using a set of low detailed brushes with low detailed textures.)

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2009
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->seperate sky boxes in each window<!--QuoteEnd--></div><!--QuoteEEnd-->
    I hope you made it somewhat like this<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->*<!--colorc--></span><!--/colorc--> then, so you'd be able to see trough the windows as the arrow indicates. This also forces you to create an exterior hull of the building as well, but it will look so much better this way <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />



    About the skybox texture, there are already a few nice ones in the NS directory, perhaps you could do some photoshop filtering on them to give them an orange hue. Also I'd increase the skybox light intensity, you know get sharper shadows and more orange light in there.


    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->* <!--colorc--></span><!--/colorc-->MSPAINT ART FTW:
  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    As you can see I've made a ¯¯¯¯¯¯¯|__ corner, and since sky textures iliminates visual brushes on the other side I've made a full square skybox in the entire corner, not splitting the corner in any way, that way you can see the wall underneath and above the glass, and you can see through the glass on the other side, and still keep the lighting.

    <a href="http://img10.imageshack.us/img10/3687/45351280.jpg" target="_blank">http://img10.imageshack.us/img10/3687/45351280.jpg</a>

    I was thinking about adding more outer brushes / visuals to block the sight of some exterior.
  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    edited March 2009
    I switched to light_spot and removed the skyboxes, it improved fps and made it easier to add brushes to the exterior (since lightboxes illiminates brushes).

    This is how the lighting looks as of now, ze powerful hl1 engine at works <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <a href="http://img407.imageshack.us/img407/1386/nsgenus01.jpg" target="_blank">http://img407.imageshack.us/img407/1386/nsgenus01.jpg</a>
    <a href="http://img232.imageshack.us/img232/5931/nsgenus02.jpg" target="_blank">http://img232.imageshack.us/img232/5931/nsgenus02.jpg</a>
    <a href="http://img10.imageshack.us/img10/1073/nsgenus03.jpg" target="_blank">http://img10.imageshack.us/img10/1073/nsgenus03.jpg</a>
    <a href="http://img5.imageshack.us/img5/5195/nsgenus04.jpg" target="_blank">http://img5.imageshack.us/img5/5195/nsgenus04.jpg</a>
    <a href="http://img187.imageshack.us/img187/1541/nsgenus05.jpg" target="_blank">http://img187.imageshack.us/img187/1541/nsgenus05.jpg</a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2009
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><a href="http://img10.imageshack.us/img10/3687/45351280.jpg" target="_blank">http://img10.imageshack.us/img10/3687/45351280.jpg</a>
    I was thinking about adding more outer brushes / visuals to block the sight of some exterior.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That is exactly what I ment and yes please do <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Makes it look nicer

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I switched to light_spot and removed the skyboxes<!--QuoteEnd--></div><!--QuoteEEnd-->
    I did the exact same thing on my skybox lighting. At one side I used the sky light entity (the sun). But this gave me a dilemma on the other side of the map. Where a big red/orange planet resides, which gives off an orange glow in the oposite direction (fixed that light effect wth spotlights)


    I like what I see here! Oh and make sure you clipbrush that outside area so it will not be added to the clipnodes and also to make sure the commander can't build there (remember ns_nancy's marine start with ip's outside the map?)
  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    <!--quoteo(post=1702571:date=Mar 12 2009, 07:26 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Mar 12 2009, 07:26 PM) <a href="index.php?act=findpost&pid=1702571"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is exactly what I ment and yes please do <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Makes it look nicer
    I did the exact same thing on my skybox lighting. At one side I used the sky light entity (the sun). But this gave me a dilemma on the other side of the map. Where a big red/orange planet resides, which gives off an orange glow in the oposite direction (fixed that light effect wth spotlights)
    I like what I see here! Oh and make sure you clipbrush that outside area so it will not be added to the clipnodes and also to make sure the commander can't build there (remember ns_nancy's marine start with ip's outside the map?)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I can't remember ns_nancy's marine start but I'll make sure to remember those clipbrushes. It would suck if they could build all their resources at locations that doesn't really exist <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    <!--quoteo(post=1702565:date=Mar 12 2009, 04:23 PM:name=Ikaros)--><div class='quotetop'>QUOTE(Ikaros @ Mar 12 2009, 04:23 PM) <a href="index.php?act=findpost&pid=1702565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I switched to light_spot and removed the skyboxes, it improved fps and made it easier to add brushes to the exterior (since lightboxes illiminates brushes).

    This is how the lighting looks as of now, ze powerful hl1 engine at works <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <a href="http://img407.imageshack.us/img407/1386/nsgenus01.jpg" target="_blank">http://img407.imageshack.us/img407/1386/nsgenus01.jpg</a>
    <a href="http://img232.imageshack.us/img232/5931/nsgenus02.jpg" target="_blank">http://img232.imageshack.us/img232/5931/nsgenus02.jpg</a>
    <a href="http://img10.imageshack.us/img10/1073/nsgenus03.jpg" target="_blank">http://img10.imageshack.us/img10/1073/nsgenus03.jpg</a>
    <a href="http://img5.imageshack.us/img5/5195/nsgenus04.jpg" target="_blank">http://img5.imageshack.us/img5/5195/nsgenus04.jpg</a>
    <a href="http://img187.imageshack.us/img187/1541/nsgenus05.jpg" target="_blank">http://img187.imageshack.us/img187/1541/nsgenus05.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->


    heal yeah !!!!!!! HL1 engine rulzz ns rulzz we don't need ns2 !!

    emm... yes we do ned ns2 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    well... i was trying to say that looks realy great !
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