Blue glow over res nodes

BCSephBCSeph Join Date: 2005-02-24 Member: 42384Members, Constellation
<div class="IPBDescription">Should a small blue point-light be standard?</div>I've been messing with the editor and seen a good bit of screenshots of others' maps here on the forums, and I've seen a few people put small blue point lights on top of res nodes. If you look at a res node, the middle of it has a blue texture that is lit no matter what the lighting on it, as if itself were a source of light. I've played with a blue glow over res nodes, and it seems like it would be nice standard to have all res nodes emit a small blue glow. It really adds to the feeling that res-nodes are the source of power so to say, and attracts players towards them out of aesthetic pleasure, which hopefully encourages more res-node capturing.

Here's some quick screenshots of what I'm talking about:

<img src="http://www.jggs.org/stuff/resglow1.jpg" border="0" class="linked-image" />

<img src="http://www.jggs.org/stuff/resglow2.jpg" border="0" class="linked-image" />

Comments

  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    I'd consider it a certainty that there will be some sort of particle effect emanating from the center, just like in NS1.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    If whatever effects get added to the res node don't emit colors, you can bet I'll be putting a blue light on it.

    Personally, I think it would be awesome if it included a blue point light that slowly increased/decreased in radius. I think the same "period" as that used for the sleep light on a Macbook would be perfect. I think res nodes are important enough to deserve that kind of visual attraction.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I always put one in for screenshot prettiness, though I assume some kind of hard-coded effect will be included in the actual release, for the sake of conformity.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    I too put a blue light in there, I would hope in-game there is (as stated) a form of particle effect come up off of it.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I, too, have put a small blue light above the res nodes.
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    edited December 2009
    While I think it would be cool if UWE added a particle effect emitting from the center, I don't like the way you decided to use the light in tandem with the node. If you take a look at your screen grab in regards to the way the light falls, it implies that there is light emitting <i>down</i> <b>onto</b> the node rather than up through the cylinder. It might not sound like a big deal, but small detail like that will go a long way in mimicking a realistic or believable environment.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i think its nice to leave the option to a mapper

    some rooms you may want a larger glow, some rooms not so much - if there are going to only be 8-12 res nodes per map, then its not really big deal to slap a few in :)
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Well, sometimes this blue effect could just destroy the atmossphere.

    If you wanted a room in a red lightning, the blue node would trouble the lightning.

    So the standard white light/particle effect could do the job, if another light is wanted, the mapper can make it.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Also, just gonna throw this out there, don't rely on this light to make an atmosphere or illuminate a specific area. That little blue light is gonna get stomped out by a Resource Tower sooner or later, and I don't recall the bulky res tower having any bright lights on it, per say.
  • lwflwf Join Date: 2006-11-03 Member: 58311Members, Constellation
    That's not a bad idea, it looks nice.
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    <!--quoteo(post=1742862:date=Dec 7 2009, 11:46 AM:name=WatchMaker)--><div class='quotetop'>QUOTE(WatchMaker @ Dec 7 2009, 11:46 AM) <a href="index.php?act=findpost&pid=1742862"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, just gonna throw this out there, don't rely on this light to make an atmosphere or illuminate a specific area. That little blue light is gonna get stomped out by a Resource Tower sooner or later, and I don't recall the bulky res tower having any bright lights on it, per say.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this sums it up; granted there will be some sort of particle effect for the res node but why spend a lot of effort on something which is most likely to be covered up the majority of the time?
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    A clear set of conventions for players who are learning a related set of maps is a very good idea.

    IMO: Have a light or particle effect default to on/present. If a mapper <b>must</b> change it for aesthetic reasons, they can go in there and change a flag or property. Let the mapping community (such as it develops) be responsible for inculating the "right way" to follow design guidelines.
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