Thanks for your opinions ozz, constructive criticism is always beneficial. I'll go ahead and assume that you're talking about episode 3 and maybe the first and last levels of episode 2.
Are you thinking of any specific locations where the lights are really a problem? If so, pics would be useful
Although I think I know what you mean by fluro; when I first started adding lights to episode 3, the RGB values were always at the upper end of the scales, and looking back some of those lights were unnaturally bright with specular highlights that normally wouldn't be present, even if the actual radius of the light was good. Correct me if I'm wrong though. That hasn't been an issue for me in the later maps I did though, as I started using dimmer lights more and more. I might go back and see if I can fix that if I find time.
As for the colours and blue underwater lights; like the HRP the light pack is a compromise between what the original looks like, and what looks best and/or is most practical. I figured most people who'd play with the pack would have the ambient light turned way down, so it was either blue lights, or pitch black. Likewise I could have a look through and either remove/dim lights which aren't directly under the water texture to re-implement the use of darkness, but we'll see. With the colours the only level I felt overly ambitious with was Hotel Hell. That is the second to last level in the episode and definitely among the last I that I lit. I felt after using mostly White lights in all the levels (and I assumed the player would feel the same way after playing through the episode) that HH had recycled textures from like every other level and that it quite frankly looked too ordinary and same-ish, so I took some liberty and added some colour where it made sense; the bedrooms and the bar, but the rest is lit normally. I don't think the other levels are really that bad.
Thanks for saying (some of the) work is fantastic, my favourite is e2l1 which made he most extensive use of level geometry to obtain realistic lighting with spotlights, and which was also my latest map. Don't forget to post pics of trouble spots, but I hope there are not too many (although there's more motivation to fix them if there are).
Duke3d original level Lighting "let there be the light!"
#211 Posted 08 January 2011 - 03:32 PM
#212 Posted 09 January 2011 - 12:32 AM
It's only cirtain areas most of the lights look great, for example the green in this secret area in Rabid Transit.
The colour seems unnatural for that area, it might however look good with a more desaturated green, which would match the original 8bit colours of the alien green textures in that area.
perhaps a green more like this...
Another area that could use a bit of a tweak is the vault in Bank Roll... the different colored lights for each platform seem a little too much, ridding of the coloured lights and adding white ones insted might do the trick.
I see where you were going with Hotel Hell... it's not bad but something feels odd about it not sure what to say with it though its a tricky one.
I guess some levels would look better with more desaturated colours ... excluding the red as that looks good as a deep colour.
if you play the game in software mode without the HRP you can see that the game itself is quite desaturated, in my opinion the game should keep that feel with the lights, except maybe the strip clubs.
I'll let you know if I find more areas, I haven't had a chance to really play though the maps lately.
Keep up the good work!
The colour seems unnatural for that area, it might however look good with a more desaturated green, which would match the original 8bit colours of the alien green textures in that area.
perhaps a green more like this...
Another area that could use a bit of a tweak is the vault in Bank Roll... the different colored lights for each platform seem a little too much, ridding of the coloured lights and adding white ones insted might do the trick.
I see where you were going with Hotel Hell... it's not bad but something feels odd about it not sure what to say with it though its a tricky one.
I guess some levels would look better with more desaturated colours ... excluding the red as that looks good as a deep colour.
if you play the game in software mode without the HRP you can see that the game itself is quite desaturated, in my opinion the game should keep that feel with the lights, except maybe the strip clubs.
I'll let you know if I find more areas, I haven't had a chance to really play though the maps lately.
Keep up the good work!
This post has been edited by ozz: 09 January 2011 - 12:34 AM
#213 Posted 09 January 2011 - 02:42 PM
Thanks for reading the entire post
You're right, different colours in that area is a bit too flamboyant, but plain White lights are still too ordinary. What I'll probably do is make them all the same colour, like a red or a dim blue, and I'll change the colour of the light in the room before the vault-it's too yellow, but I'll have a hard time picking a perfect White.
I'll also change that green area in rabit transit as you've suggested to make to less saturated. The thing is that I'm making the lights with the HRP in mind, especially since they look great with the normal and specular maps, and the HRP textures are generally more saturated.
I won't be able to do anything for the next week though, and I'd prefer to finish episode 2 first, but after that I'll focus on making the lights as best as can be, I wantto make episodes 1 and 4 stick out like a sore thumb
You're right, different colours in that area is a bit too flamboyant, but plain White lights are still too ordinary. What I'll probably do is make them all the same colour, like a red or a dim blue, and I'll change the colour of the light in the room before the vault-it's too yellow, but I'll have a hard time picking a perfect White.
I'll also change that green area in rabit transit as you've suggested to make to less saturated. The thing is that I'm making the lights with the HRP in mind, especially since they look great with the normal and specular maps, and the HRP textures are generally more saturated.
I won't be able to do anything for the next week though, and I'd prefer to finish episode 2 first, but after that I'll focus on making the lights as best as can be, I wantto make episodes 1 and 4 stick out like a sore thumb
#214 Posted 11 January 2011 - 07:12 PM
Something that one should keep in mine also is at least part of the look of the game originally was down to the limitations of the time. This includes the lighting. When something is remastered in HD whether it's a video or game the colors tend to pop more. You can see this sort of thing when you watch older taped copies of the original Star Trek and then compare them to the HD remasters (remastered from the original negatives) on blu-ray. That being said anything can be overdone and one could exercise some restraint when relighting a level for realism.
This post has been edited by Tetsuo: 11 January 2011 - 07:15 PM
#215 Posted 30 January 2011 - 02:37 AM
I'm not sure what you're trying to say there Tetsuo, it's hard to tell whether you're for or against taking artistic license with lighting.
Anyway there's an update, e2l2 Incubator, which I've added lights to and sent over to NightFright. It's up to him to add it to the polymer light pack and then it'll be available for all to play.
I found this one extremely tricky and difficult to work with. As such I don't think I could do much for it, but I did the best that I could and I hope everyone likes it.
I'm starting school the final year of school tomorrow so I'll be very pressed for time and these maphacks will continue to come albeit slowly.
Anyway there's an update, e2l2 Incubator, which I've added lights to and sent over to NightFright. It's up to him to add it to the polymer light pack and then it'll be available for all to play.
I found this one extremely tricky and difficult to work with. As such I don't think I could do much for it, but I did the best that I could and I hope everyone likes it.
I'm starting school the final year of school tomorrow so I'll be very pressed for time and these maphacks will continue to come albeit slowly.
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This post has been edited by Micky C: 04 February 2011 - 10:04 PM
#216 Posted 04 February 2011 - 01:36 AM
Offtopic:
With your new specs, how much FPS do you have The Commander?
With your new specs, how much FPS do you have The Commander?
#217 Posted 04 February 2011 - 10:01 PM
You might have better luck reaching him with a PM
I've finished e2l3, and I felt I could do a lot more with this than the previous level due its abundance of dark spaces. I hope people like it.
Have a random screenshot:
There are a lot of lights in there but I was able to complete this relatively quickly since Roma Loom laid the foundation by adding the basic lights.
I've finished e2l3, and I felt I could do a lot more with this than the previous level due its abundance of dark spaces. I hope people like it.
Have a random screenshot:
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There are a lot of lights in there but I was able to complete this relatively quickly since Roma Loom laid the foundation by adding the basic lights.
This post has been edited by Micky C: 04 February 2011 - 10:02 PM
#218 Posted 04 February 2011 - 10:38 PM
Mateos, on Feb 4 2011, 10:36 PM, said:
Offtopic:
With your new specs, how much FPS do you have The Commander?
With your new specs, how much FPS do you have The Commander?
I am not sure if you really are meant to be meaning me as I have had my updated specs for sometime now.
But anyhow, I get anything from 20-60 fps.
I don't really like the HRP so I turn most of the effects off in console and leave lighting turned on which gives a good boost.
#219 Posted 04 February 2011 - 11:46 PM
The Commander, on Feb 5 2011, 08:38 AM, said:
I am not sure if you really are meant to be meaning me as I have had my updated specs for sometime now.
But anyhow, I get anything from 20-60 fps.
I don't really like the HRP so I turn most of the effects off in console and leave lighting turned on which gives a good boost.
But anyhow, I get anything from 20-60 fps.
I don't really like the HRP so I turn most of the effects off in console and leave lighting turned on which gives a good boost.
It's because on the first page, I saw a screenshot from you of the HRP with polymer, I've the same specs as you, and I've low FPS... If I down to 800x600 windowed, middle-quality textures, no anisotropic filtering, I've 60, but if I open a door, freeze, get shooted, unfreeze... That's why It wanted to know if you experienced the same "issue".
This post has been edited by Mateos: 04 February 2011 - 11:47 PM
#220 Posted 05 February 2011 - 12:09 AM
Those shots were taken with my old system, I have a newer system now.
http://www.xfire.com...le/CommanderNZ/ - Look at the bottom of the page.
If you turn off bump and spec mapping in the console it can help the FPS incredibly, but of course the textures will all look flat etc then.
http://www.xfire.com...le/CommanderNZ/ - Look at the bottom of the page.
If you turn off bump and spec mapping in the console it can help the FPS incredibly, but of course the textures will all look flat etc then.