How Do You Guys Light Your Vents?

CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
Right now im trying to get a good look for my vent lighting. How do you guys do it? Do you maek the vents texture a texture light, use light entities? I tried picking a vent only tecture and making it a texture light, VERY dim and it still looked ultra bright and just not good. Wondering how you guys do it?

Comments

  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Vents are the only place in a map where quite random light spots actually look good. When I make a vent I usually use random red lights. When I say light spots don't confuse it with light_spot. That is used for spotlights, or more simply put directed lighting. just "lights" light up an area. You should probably use those with low values of either a reddish shade or a greenish shade depending on the map. I've found orange to look nice too. (note ns_caged)

    Hopefully that helps...
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Anything BUT red lights personally. It really annoys me that people make really sexy maps and then slack off on the vents.
    Try and continue the lighting style you have in the rest of your map.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    I light them as if they were just another hallway.
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    Thing is, don't light them, leave them pitblack so marines actually gotta use flashlight(lerk or skulk can travel pitblack vent no trouble =) )
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    at the very least light where the vent turns; nothing like trying to walk through a wall in the dark.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    I tend to do the red light also, but at a slow strong pulse.
  • kan3kan3 Join Date: 2003-04-06 Member: 15262Members
    completely dark with green illuminated strip on floor with tags at intersections for newbie guidance
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Caged did the vents well in 2.0. Vents with random red lighting coming from no-where look completely unnatural and unrealistic. But completely dark vents are bad for gameplay. So a happy balance is needed. You could, perhaps, have unopenable grates showing a brightly lit room, or something that looks realistic and keeps with gameplay.
    Very small vents are fun to have, too small for people but just right for a 'nade <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    I also suggest using some dynamic lighting in the vents to spice things up.
    Where using dynamic lights in multiplayer Half-Life is usually not encouraged because it seriously affects framerates, it doesn't hurt when you put it in some low poly ventilation system where there won't be much heavy fighting going on.

    And yes, using texture lighting will make the entire face full-bright. I thought this was required to prevent lighting anomalies on the face, but I'm sure XP-Cagey will sort this out in his new über tools.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Mouse+Oct 29 2003, 12:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Oct 29 2003, 12:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anything BUT red lights personally. It really annoys me that people make really sexy maps and then slack off on the vents.
    Try and continue the lighting style you have in the rest of your map. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bow to the power of green.

    ~ DarkATi
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