Lighting in NS2

monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
<div class="IPBDescription">how bright will maps be?</div>I'm curious as to how brightly lit the official NS2 maps will be...in the early NS1 days, lighting was dark and very atmospheric...one of the things i really liked about the game. Eventually the brightness was raised to level the playing field because some players would set their gamma high to see in shadowy areas...

Will NS2 attempt to go back to the eerie, shadow-heavy, darker style of lighting?

Comments

  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited September 2009
    The <a href="http://www.youtube.com/watch?v=PJMf7-HKw6A" target="_blank">lighting videocast</a> was quite interesting.
    Together with the information that rooms will operate based upon state (alien, neutral, marine) it is highly likely that rooms can go from "dark hellhole" to fully lit.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    edited September 2009
    <!--quoteo(post=1726239:date=Sep 5 2009, 04:15 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Sep 5 2009, 04:15 PM) <a href="index.php?act=findpost&pid=1726239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it is highly likely that rooms can go from "dark hellhole" to fully lit.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's pretty much what I was hoping for...I'm just looking for confirmation that yes, this is the case.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited September 2009
    You can be sure that all of the common and successful maps will be bright.

    In contrast (pun intended), you can be sure that there will be plenty of maps that no one really likes to play with dark areas.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    <!--quoteo(post=1726246:date=Sep 5 2009, 05:57 PM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Sep 5 2009, 05:57 PM) <a href="index.php?act=findpost&pid=1726246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can be sure that all of the common and successful maps will be bright.

    In contrast (pun intended), you can be sure that there will be plenty of maps that no one really likes to play with dark areas.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, it can be designed to work even with those dark areas.
    The aliens have their own "scent" vision which enables them to see their targets very visible and bright, while the marines have their flashlight.
    Now what comes with their new engine is that they can make the flashlight good enough to actually work, one example of this is of course L4D where there a large amount of near pitch-black corridors and rooms yet it works for the game to have this. It can of course be argued that the corridors are mostly meant as passageways to areas where the infected can actually do something but still.
    So it all comes down to how good the flashlight is and if UWE wants to go on that track, or simply go the "easier" way of making the maps more evenly lit and accessible without any gamma-cheating or of the sort.

    It will most likely be without those pitch-black areas in the end, but the topic is actually open for discussion if you think about it.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    The one thing I hope works for NS2 with flashlights, is you can see the effect of other players flashlights... that annoys me with L4D, you can have two people flashlights on looking down a corridor. You turn yours off... it's all black!

    I hope UWE have flashlights work in a way that other players can see too, the amount of times in L4D I've tried to tell someone where a Special Infected is by pointing in the general direction with light on (in my screen they are lit up as a result), the other player goes "where? *spins* I can't see it!"
  • NeXuZNeXuZ Join Date: 2003-08-12 Member: 19594Members
    <!--quoteo(post=1726239:date=Sep 5 2009, 05:15 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Sep 5 2009, 05:15 PM) <a href="index.php?act=findpost&pid=1726239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The <a href="http://www.youtube.com/watch?v=PJMf7-HKw6A" target="_blank">lighting videocast</a> was quite interesting.
    Together with the information that rooms will operate based upon state (alien, neutral, marine) it is highly likely that rooms can go from "dark hellhole" to fully lit.<!--QuoteEnd--></div><!--QuoteEEnd-->


    damn, got got about that vid. thanks. looks really nice...
  • blackpiranhablackpiranha Germany Join Date: 2003-03-11 Member: 14375Members, Constellation
    <!--quoteo(post=1726246:date=Sep 5 2009, 05:57 PM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Sep 5 2009, 05:57 PM) <a href="index.php?act=findpost&pid=1726246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can be sure that all of the common and successful maps will be bright.

    In contrast (pun intended), you can be sure that there will be plenty of maps that no one really likes to play with dark areas.<!--QuoteEnd--></div><!--QuoteEEnd-->

    aye; for competitive play its better to use very few dark areas in the map (like near the hera marinestart elevator).

    light maps have always been successful, like veil or tanith.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    I think a good way to fix that is to have some areas dark and some that have a number of spotlights and stuff, with specular flare and all that goodness. Then if you have your gamma turned up too high, you can't see crap in the bright ones.

    Of course, the only way to do this is to have an area (say in the ready room) where it tells you how to set your gamma. (ie, make the dark UWE logo on the black screen just show up)
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    And if you goto a webpage you can see a virtual tour of a virtual musuem which posses a virtual photograph of a flashlight...

    Serioussly... flashlights?? don't you think by that far in the future that humans will have genetic modifications so they can see in the dark... how about contact lenses / eye implants...

    In the original series, Lost in Space, the Jupiter 2 possesed no light bulbs "The ship had no light bulbs. Maureen said the lights were "transistorized," perhaps meaning they were electroluminescent or built from arrays of light emitting diodes" <a href="http://en.wikipedia.org/wiki/Lost_in_Space" target="_blank">http://en.wikipedia.org/wiki/Lost_in_Space</a>

    No ofcourse... a flashlight... Please tell me it'll be a dim-as-hell maglight that runs out of power in 5 seconds and requires some recharging via the kinetic bettery. Next your going to tell me to goto infrared and to look sharp... nevermind those dollar-store Full-spectrum goggles i thought i was going to need...

    You do know that by all rights, if flashlights are even used in the future... that a little pocket-sized light would be powerful enough to set trees on fire at a distance of 50 ft...
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    In good old (Action) Quake2, people didn't really change their gamma. They changed a command called gl_modulate. On default it was set to 1, but there was no limit for a while. Eventually there came a server-side 'plugin' you could call it, called TNG, which became the standard on all servers. It also limited gl_modulate to 3. It was so normal for everyone to use gl_modulate at 3 that even the mapmakers themselves made their maps according to 3 instead of the 1 which is intended.

    <a href="http://imgur.com/o04W5.jpg" target="_blank">http://imgur.com/o04W5.jpg</a>

    1. Map called urban2 with gl_modulate at 1. This was made before TNG existed.
    2. urban2 with gl_modulate 3
    3. A newer map called urbanic at gl_modulate 1. You can see that there are 'shadows' or shades on the buildings in broad daylight.
    4. urbanic with gl_modulate 3

    (gl_modulate in a way was good because it made dark maps brighter and especially more colourful, but bright maps stayed mostly just as bright as they were. If there were dark spots in bright maps, they strangely usually became filled with light the colour of the textures around them. Like the whole of urban2 is pretty bluish. )

    To avoid this kind of a lighting problem, you could always force the players to use the default gamma, or make them able to increase it just a little.
    Or then just allow gamma changing and making it possible for people to ruin atmosphere in most maps if they wish so. At least, most competetive players would probably do this. I probably would increase gamma somewhat too.

    PS. I felt it was all right to nitpick on urbanic because it was made by me.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I'd like to hear a statement from UWE that gamma cranking is cheating.
  • jaminjamin Join Date: 2008-01-03 Member: 63332Members
    You can't just stop people ramping gamma.. What if someone genuinely has a reaaaallly dark monitor?
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    then they should sort that out. a dark monitor isnt good for gaming anyway, no matter if you crank the gamma up until you see white rabbits.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    <!--quoteo(post=1726275:date=Sep 6 2009, 12:04 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Sep 6 2009, 12:04 AM) <a href="index.php?act=findpost&pid=1726275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And if you goto a webpage you can see a virtual tour of a virtual musuem which posses a virtual photograph of a flashlight...

    Serioussly... flashlights?? don't you think by that far in the future that humans will have genetic modifications so they can see in the dark... how about contact lenses / eye implants...

    In the original series, Lost in Space, the Jupiter 2 possesed no light bulbs "The ship had no light bulbs. Maureen said the lights were "transistorized," perhaps meaning they were electroluminescent or built from arrays of light emitting diodes" <a href="http://en.wikipedia.org/wiki/Lost_in_Space" target="_blank">http://en.wikipedia.org/wiki/Lost_in_Space</a>

    No ofcourse... a flashlight... Please tell me it'll be a dim-as-hell maglight that runs out of power in 5 seconds and requires some recharging via the kinetic bettery. Next your going to tell me to goto infrared and to look sharp... nevermind those dollar-store Full-spectrum goggles i thought i was going to need...

    You do know that by all rights, if flashlights are even used in the future... that a little pocket-sized light would be powerful enough to set trees on fire at a distance of 50 ft...<!--QuoteEnd--></div><!--QuoteEEnd-->


    Riiiight...

    It's only a game and using a flashlight OR something similiar just increases the immersion. I'm so sorry I didn't say "powerized energized 'Brite-Lite'-technology contact lenses".
    The general idea of a flashlight in games is to create a cone of vision that creates interesting shadows and at certain places limits the players view, in what form it comes I just don't care.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--quoteo(post=1726275:date=Sep 6 2009, 06:04 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Sep 6 2009, 06:04 AM) <a href="index.php?act=findpost&pid=1726275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And if you goto a webpage you can see a virtual tour of a virtual musuem which posses a virtual photograph of a flashlight...

    Serioussly... flashlights?? don't you think by that far in the future that humans will have genetic modifications so they can see in the dark... how about contact lenses / eye implants...

    In the original series, Lost in Space, the Jupiter 2 possesed no light bulbs "The ship had no light bulbs. Maureen said the lights were "transistorized," perhaps meaning they were electroluminescent or built from arrays of light emitting diodes" <a href="http://en.wikipedia.org/wiki/Lost_in_Space" target="_blank">http://en.wikipedia.org/wiki/Lost_in_Space</a>

    No ofcourse... a flashlight... Please tell me it'll be a dim-as-hell maglight that runs out of power in 5 seconds and requires some recharging via the kinetic bettery. Next your going to tell me to goto infrared and to look sharp... nevermind those dollar-store Full-spectrum goggles i thought i was going to need...

    You do know that by all rights, if flashlights are even used in the future... that a little pocket-sized light would be powerful enough to set trees on fire at a distance of 50 ft...<!--QuoteEnd--></div><!--QuoteEEnd-->

    This reasoning is incompatible with the "no taser" argument.
    If a pocket maglite could set a tree on fire (though that isn't the proper use of a flashlight...) guess what an electric weapon can do.

    And how does a ship with no lightbulbs (that means no incandescent or gas sources) mean that they needed no lighting? It's just a different technology, and what they meant was, instead of having a light bulb or a neon, they have electroluminescent panels or LED's at those same spots... In any case, "transistorized" means that it requires electricity. Which means prone to failure on certain parts of the facility. Which means some sort of equipment that allows for portable lighting. And this game's atmosphere doesn't fit with cybernetic implants. This leaves us with... flashlights.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited September 2009
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->nd this game's atmosphere doesn't fit with cybernetic implants. This leaves us with...<!--QuoteEnd--></div><!--QuoteEEnd-->
    I denie that argument. the only thing sticking out from the armor is your neck (I think) and the face, nothing more.
    who doesn't say that certain areas are augmented? they are already researching that and are quite far,
    they even are able to replace muscles to use as the controler for artificial limbs and it won't take long before
    actual nerve interfaces will appear. allowing those nifty implants you saw in the <a href="http://www.youtube.com/watch?v=Nty9NVINL_4" target="_blank">puma commercial</a>...
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--quoteo(post=1726287:date=Sep 6 2009, 05:20 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Sep 6 2009, 05:20 AM) <a href="index.php?act=findpost&pid=1726287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->then they should sort that out. a dark monitor isnt good for gaming anyway, no matter if you crank the gamma up until you see white rabbits.<!--QuoteEnd--></div><!--QuoteEEnd-->
    "Dark" isn't a binary condition. Monitors vary in brightness, and the purpose of gamma adjustment is to allow people with different monitors to see the same game.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--quoteo(post=1726284:date=Sep 6 2009, 03:49 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Sep 6 2009, 03:49 AM) <a href="index.php?act=findpost&pid=1726284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to hear a statement from UWE that gamma cranking is cheating.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Who cares what UWE says? They won't be able to stop it.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    As with any game, the lighting can go from dismally dark to blindingly white.


    Probably to prevent people from gaining a gamma/brightness advantage all the more balanced maps will be at least decently lit in all areas.

    If you want to make a dark, atmospheric map, feel free to make one. I made one, it was fun, my friends enjoy it once in a while. Aliens tend to pwn though.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    I run three monitor on my desk:

    one LCD is set at 5% gamma
    the other LCD is set at 40% gamma
    and my CRT is set at 100% gamma

    This puts them all at about the same level. By necessity ALL video hardware and software is designed around the assumption that users can change the levels on their displays to correct hardware, software, and human error. I enjoy dark areas in single player games and movies, but It is totally unacceptable to balance any kind of competitive multiplier game around low lighting.

    As many people have said, the community will have the power to design their own dark maps. However, hopefully the dev team will not spend their resources developing such maps and CERTAINLY not design any gameplay mechanics around them.
  • LoksVassagoLoksVassago Join Date: 2009-09-06 Member: 68709Members
    I personally hope that there will be a large amount of contrasted lighting and that "100% gamma" will not become a standard of play through the proper application of lighting techniques that ensure lighting provides an interesting element of the game, not a frustrating facet to be overcome.


    I play the game how it was designed to be seen, personally, and believe that playing to win to the point of cranking gamma to the point that you have the world's best night vision defeats the purpose of playing the game, though I can see how this would be problematic to get around for the developers.
  • poweripoweri Join Date: 2006-11-26 Member: 58724Members
    NS used to screw your monitor gamma by uploading it's own gamma ramp to your hardware with <a href="http://msdn.microsoft.com/en-us/library/dd372194(VS.85).aspx" target="_blank">SetDeviceGammaRamp</a>.
    Although this was easily fixed D-I-Y, it was a really annoying and even dangerous "feature" in the first place.

    Firstly, the same gamma ranges certainly don't fit all monitors, at all, and therefore the concept is flawed.
    Secondly, improper gamma profiles could potentially damage older hardware, and third, numerous times the gamma was never reset on program exit (on "abnormal" program termination, I suppose, which seemed to be most cases due to Steam), and you had to manually adjust it back yourself.

    I think it's reasonable to accept that all gamers have different setups, and give them enough control over in-game gamma to fix possible brightness issues (like with HL2's mat_monitorgamma cvar.)
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    It's fun playing as a marine and getting rolled by stuff you can't see. Oh-so fun.

    Firebat vs mutalisk simulator

    GO!
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    Is there any way to prevent people from messing with their gamma to make the map brighter for them??


    That way it just ruins the game when people see everything, when they aren't suppose to.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--quoteo(post=1728261:date=Sep 21 2009, 03:54 PM:name=-Diesel-)--><div class='quotetop'>QUOTE (-Diesel- @ Sep 21 2009, 03:54 PM) <a href="index.php?act=findpost&pid=1728261"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any way to prevent people from messing with their gamma to make the map brighter for them??


    That way it just ruins the game when people see everything, when they aren't suppose to.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No, there isn't, because even if you stop people from manipulating it with software, every monitor has a brightness control.

    And, as pointed out above, you probably don't want to, because one person's bright and shiny on their new LCD monitor can be another person's dark and dingy on an old CRT.

    Really, I think the only solution is to make sure that the maps have areas of both extreme brightness and extreme darkness so that being able to see in both requires you adjust your monitor to a common standard. Of course, this means you'll need some way for people to figure out what that common standard is. I like the "adjust your monitor until the X just disappears" type of thing, myself.
  • NamronNamron Join Date: 2002-11-29 Member: 10220Members
    edited October 2009
    My guess is that there will be both competitive and casual maps (more or less). My first NS experience was of course on Bast, and I can still remember the gurgling noices in the dark and the eerily lit damp rooms. Great memories! The best games considering the intensity and the unpredictable balanced gameplay that could result in sudden twists and so on have been on maps like Eclipse and Tanith. However, even after I learned to play the game (no, I never got that insanely good at it, but still) I enjoyed those slow-paced, atmospheric games once in a while. I loved Agora for instance. There's room for both, and a map vote will decide what a majority of the players on the server are up to for the moment - and if a player wants to be an idiot and ruin a "first time on Bast"-like moment and crank up the gamma to beyond ugly for a few extra kills, go ahead... :(
  • PantZmanPantZman Join Date: 2009-05-29 Member: 67540Members
    Hopefully the flashlight will work better then the one in NS(1)(/hl1 engine).

    I would like to see lighting change every time you start a round. Like once some lights are lit but some other are turned off, maybe in the next room. Almost like in L4D where some areas are locked or opened eatch time you play.
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