hm, somehow they do not seem so unnatural to me =)
but nevertheless, did you mean this?
Duke3d original level Lighting "let there be the light!"
#91 Posted 13 June 2010 - 05:09 AM
#92 Posted 13 June 2010 - 05:35 AM
Its just that a standard light globe isn't yellow (except in cartoons)
a standard non fluorescent light globe pretty much a warm white colour
more on the lines of this..
a standard non fluorescent light globe pretty much a warm white colour
more on the lines of this..
#93 Posted 13 June 2010 - 06:51 AM
Though i rarely see this color in real life, it looks better, i've updated maphack with it. Thanks for advice =)
#95 Posted 13 June 2010 - 10:56 AM
Generally speaking, basic "white" light should never be too saturated unless it is obviously colorized (ie the strip club)
The key is to be subtle, either make it slightly warm, neutral or slightly cool depending on the environment.
Consider the light source type: Traditional incandescent light falls into the warm category. Good quality fluorescent lighting tends to be neutral; whereas lousy fluorescent becomes cool, perhaps even a bit greenish, (the sciencey explanation is that the mercury in fluorescent lights has blue and green spikes in the emitted color spectrum, and is only controlled by the phosphors used.)
Environment plays a lot into the light type used, I imagine a subway would have lousy fluorescent lighting. whereas a good bank would have good fluorescent light. What would a space station use?
This page has some interesting info on the science aspect of color temperature and light.
The key is to be subtle, either make it slightly warm, neutral or slightly cool depending on the environment.
Consider the light source type: Traditional incandescent light falls into the warm category. Good quality fluorescent lighting tends to be neutral; whereas lousy fluorescent becomes cool, perhaps even a bit greenish, (the sciencey explanation is that the mercury in fluorescent lights has blue and green spikes in the emitted color spectrum, and is only controlled by the phosphors used.)
Environment plays a lot into the light type used, I imagine a subway would have lousy fluorescent lighting. whereas a good bank would have good fluorescent light. What would a space station use?
This page has some interesting info on the science aspect of color temperature and light.
#96 Posted 19 June 2010 - 09:01 AM
Huh, at last i found powers within me to make lighting for e1l3. Go grab it from svn!
#98 Posted 19 June 2010 - 11:49 AM
Last I checked, the church is lit normally until you trigger the switch on the face of the podium.
#99 Posted 19 June 2010 - 12:49 PM
Rellik, on Jun 20 2010, 05:49 AM, said:
Last I checked, the church is lit normally until you trigger the switch on the face of the podium.
Thats true yes, my bad... hmmm is it possible to light up the church red when the face is switched?
its weird since playing the game in 8bit mode the red is much stronger but when played on 32 bit mode the red is almost orange and transparent:S
This post has been edited by ozz: 19 June 2010 - 12:52 PM
#100 Posted 19 June 2010 - 12:58 PM
Yeah, it is odd...
Anyway, right now any lights that are dynamically switched in-game aren't possible without some con coding of sorts.
Some time in the future it should be possible to connect polymer lights to sector effectors to change the lights in a room.
Anyway, right now any lights that are dynamically switched in-game aren't possible without some con coding of sorts.
Some time in the future it should be possible to connect polymer lights to sector effectors to change the lights in a room.
#101 Posted 19 June 2010 - 05:49 PM
I think the sector effector based lights already support this feature... it should be possible to place them in sectors with activators and turn them on and off.
#102 Posted 19 June 2010 - 07:18 PM
Devastator, on Jun 19 2010, 02:01 PM, said:
Huh, at last i found powers within me to make lighting for e1l3. Go grab it from svn!
the lights look nice. is it just me, or did you rely on simple point lights? (much like what Roma Loom did on most of Episode 2)
also, the outside area (the one with the turrets) could use a few spotlights.
#103 Posted 20 June 2010 - 12:38 AM
Has some sort of directional lighting been implemented? Would be essential for outside daylight areas
#104 Posted 20 June 2010 - 09:57 AM
TX, on Jun 19 2010, 07:49 PM, said:
I think the sector effector based lights already support this feature... it should be possible to place them in sectors with activators and turn them on and off.
That's cool, is it documented anywhere? And can it be done via maphacks for the original levels?
The church room in the prison may be a special case that may be a challenge: Instead of turning the light on and off, the entire room palette changes to red from normal, how would that be handled?
#105 Posted 20 June 2010 - 02:38 PM
There are other places where the SE that governs the light is a different palette than the room (which changes the room when the light is turned on).
#106 Posted 20 June 2010 - 03:09 PM
I think I know a way it could be done in future - given that such a thing would be implemented, I think having two Polymer lights and alternating between the two - basically when the lights are off use the white one and when you switch it on (room goes red) the white SE49 turns off and a red one switches on could work.
But obviously there is nothing implemented yet for any such features, but it's a thought and I'm rather bored so I figured I'd share it as it is relevant.
But obviously there is nothing implemented yet for any such features, but it's a thought and I'm rather bored so I figured I'd share it as it is relevant.
#107 Posted 22 June 2010 - 11:04 AM
Yep, i stick to point lights because they are fast, and as long as shadows are made with srectors it's allright. furthermore, large lights are very consuming, and adding spot to outside will cost a lot.
There is away to trigger lights. Point light turns off if sector ceiling and floor are on the same height. but it is impossible to make such thing in maphack.
There is away to trigger lights. Point light turns off if sector ceiling and floor are on the same height. but it is impossible to make such thing in maphack.
#108 Posted 22 June 2010 - 11:44 PM
I don't think that ceiling floor thing is an intentional implementation is it? I was under the impression that when a sector can't be seen, nothing inside the sector including sprites would be rendered, and that using it to switch off lights is simply a beneficial side affect of this?
Perhaps I'm just a bit annoyed because I found it out by myself a while back and thought I made an awesome discovery
I've been using it in doors in my upcoming space station themed map.
Perhaps I'm just a bit annoyed because I found it out by myself a while back and thought I made an awesome discovery
I've been using it in doors in my upcoming space station themed map.
#109 Posted 23 June 2010 - 08:53 AM
Micky C, on Jun 23 2010, 10:44 AM, said:
Perhaps I'm just a bit annoyed because I found it out by myself a while back and thought I made an awesome discovery
Yea, such shit happens very often =)
I've also seen some weird stuff when light do not passes through some of the sectors blocking it's way and acting like a spot light.
#110 Posted 25 June 2010 - 10:56 PM
I just tried out the E1L3 maphack and it's brilliant stuff, one minor thing though should there be a white-ish light here or did you intentionally leave that out because half the light disappears when the napalm is shot?
#111 Posted 26 June 2010 - 09:05 AM
oh.. how come.. i really missed these tow places, thanks.
Also, i just couldn't help and placed soft red lights in church, it looks so so awesome.
Also, i just couldn't help and placed soft red lights in church, it looks so so awesome.
#113 Posted 02 July 2010 - 10:22 AM
#114 Posted 02 July 2010 - 11:02 AM
Devastator, on Jul 3 2010, 03:52 AM, said:
Go and grab e1l4!
"Groovy!"
Looks nice
The sewer parts towards the end look great with green lights
#115 Posted 02 July 2010 - 12:03 PM
Spiker, on Jul 2 2010, 03:22 PM, said:
How many left is to be done?
just two levels. (or three if you count Faces Of Death)
#116 Posted 03 July 2010 - 05:53 PM
Once the levels are done, I expect a compiled version...just saying.
#117 Posted 06 July 2010 - 11:04 AM
what do you mean under "copmiled version"?
Also i think we have to kick RomaLoom's lazy ass to make 2nd episode super-awesome with light bounces and atmospheric make-up. And there's 3rd episode to be done.
Also i think we have to kick RomaLoom's lazy ass to make 2nd episode super-awesome with light bounces and atmospheric make-up. And there's 3rd episode to be done.
#118 Posted 06 July 2010 - 11:12 AM
I don't want to download individual maphack files. I expect there to be a zip file.
#119 Posted 06 July 2010 - 11:16 AM
Mr.Flibble, on Jul 7 2010, 07:12 AM, said:
I don't want to download individual maphack files. I expect there to be a zip file.
http://forums.duke4....?showtopic=2251
Get with the times and stop complaining.
(If five year olds can do this for the games like Garry's Mod and other games then there is no excuse)
This post has been edited by The Commander: 06 July 2010 - 11:18 AM