Ns_glory >> Anti Matter Processing Lighting [help]

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">Lighting Needs Improvement, suggestions?</div> I need some help on parts of the Anti-Matter processing, any suggestions?

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Third picture, and oh someone tell me how to make that blue move up and down, its supposed to be the anti-matter.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Have the monitors emit blue light, fullbright the spotlight texture, and either get rid of the red light on the ceiling or have it emit some light. The way these things are now makes it look unnatural.
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    The way you light this depends on how close to the marine base you want to make it feel. Scatter some yellow lights throughout the middle of the room (brightness about 70, put about 4 of them around) right in the middle to give you some ambient light. Put some blue lights around the screens (about brighness 50, a pale blue, 50% white) around the monitors. Put a func_illusionary in frount of the spot on the ceiling, 1 unit away, with the fx_ texture that matches the light. Make it "additive" and make the fx amount 255 (this makes it look fullbright).

    Put a light_spot below it, set the brightness to about 100, pure red, pointing straight down ( put a func_target under it, set the targetname of the func_target matching the target of the spot).

    Those existing white lights should make an interesting contrast, leave them in. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Hope it looks good.

    -Tom
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    screen 1 - make the "stair" a real stair (blocky) and add some trims on the siede or sumtin
    screen 2 - ....
    screen 3 - align tex´s plz
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    In order to make the blue stuff scroll, it needs to be made into a func_conveyor entity. Also, the texture name needs to start with "scroll".
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Are you sure you want something as volitile as antimatter that accessable to a walkway? Maybe add a retaining wall with glass insets?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    the first picture is too open. Have things coming down from the cieling (broken pipes?) and it will very much help the airy feel it has.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Legionnaired+Oct 11 2003, 10:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Oct 11 2003, 10:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are you sure you want something as volitile as antimatter that accessable to a walkway? Maybe add a retaining wall with glass insets? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How about turning the current anti-matter area into windows with a reactor glowing off outside space?
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I like the blue 'scroll' texture as it is now, just a bit more transparent and it looks ok. Why do you want it to scroll? Wouldn't this look too much like the mineshaft readyroom?
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