Archiving dumped a bunch of it into the void.
I'd use sharper lights, you can keep it dark in most places but turn the brightness way up, like into the 1200-1800 range, the focus to 2, and the inner/outer angle difference to 1 or 2 degrees.
Makes good contrast and interesting shadows.
Er, bugger, that didn't work.
Ok try making the focus 1 again and moving the angle up to about 5-7 degrees?
Oh and maybe make two spots, one with an inner of 0 and an outer of whatever the outer of that one is, then put them on top of each other.
It should make the spotlight bright in the middle, gradually fade off a bit, then terminate with good contrast but not unpleasantly sharp like those.
I'd figure out what I'm trying to get myself but I'm compiling something, I might cancel it actually and do it anyway, otherwise it's going to annoy me for ages.
Yes, I'd say finish them all one at a time as well.
Hmm, I tested my own and I think the problem is the brightness, I'm working on a fix now.
I gave the double light_spot a go and this is what I got:
[URL=http://www.imagehosting.com/out.php/i1297082_silo20005.jpg] [IMG]http://www.imagehosting.com/out.php/t1297082_silo20005.jpg[/IMG][/URL]
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Just one light.
Yeah that's closer to what I'm looking for, but it's not exposed enough.
Needs more "AAAH! FUCK MY EYES" factor.
[b]Edit:[/b]
I'm thinking either make it a linear fade, or make the brightness stupidly high, I'm trying the latter now, because linear fade has some annoying things about it that put me off.
Elaborate on "not exposed enough". Needs more brightness? Or inner/outer angles?
Ok, stupidly high brightness didn't quite work, looks like I'll need to mess with the fade.
I'll try increasing the constant.
[b]Edit:[/b]
[QUOTE=1 Duck]Elaborate on "not exposed enough". Needs more brightness? Or inner/outer angles?[/QUOTE]
More brightness.
Think hdr on de_milita.
Or whatever that map is that people always complain about the HDR on.
Closer, but NEEDS MOAR EXPOSURE!
I could probably do it without using linear fade, but I want to find another way.
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Ok, I think I'm nearly there now, you might have to modify the colour to give it more intensity. Just bring it closer to 255 255 255.
It's only a tiny light lol.
I know it's only small but you can get away with huge exposures.
I think I got close to what I was aiming for, I'll see if it'll go any stronger.
I added a tint of red and increased the outer angles of one of the light_spots:
[URL=http://www.imagehosting.com/out.php/i1297149_silo20008.jpg] [IMG]http://www.imagehosting.com/out.php/t1297149_silo20008.jpg[/IMG][/URL]
Looks OK, interesting colour. I'll post what I have when it's done compiling.
Bear in mind you'll need some sort of smaller lighting to use around the place, these are just for high exposure and contrast, maybe a couple of these pointing at catwalks and then some other lights on the walls.
[b]Edit:[/b]
Oh bugger that one crashed the compiler.
Hahaha, I will use small cage lights around the Silo.
[URL=http://www.imagehosting.com/out.php/i1297167_silo20009.jpg] [IMG]http://www.imagehosting.com/out.php/t1297167_silo20009.jpg[/IMG][/URL]
HDR on.
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Can't wait for ep2 update. Should get some nice shadows through the rails and grates.
Oh pisswallop now all my tools are knackered.
"SteamStartup() failed: SteamStartup(0xf,0x0012EF44) failed with error 1: failed to take master pipe connection lock"
[b]Edit:[/b]
Ok my SDK has contracted some form of electronic rectal prolapse, so I'm going to have to cut it short.
Try these values for both your lights.
Brightness >200 >200 >200 7000
Constant 20000
Linear 0
Quadratic 0.3
Angles and suchlike are up to you, but it looks best with a fairly narrow cone, somewhere around 20 degrees depending on your pitch.
By >200 I mean pick any colour where all the values are greater than 200, you can get a good colour saturation there but it has to be bright.
I think you should continue the underground lab, it has by far the coolest architecture and lighting.
If you don't want to do the lab, then the hospital would be really awesome.
[b]Edit:[/b]
Also, for the lab, you should make it more metallic, there's something about concrete railways that doesn't ring true to reality.
[QUOTE=1 Duck]I'll put it back to how it was, the brightness.[/QUOTE]
Well, it doesn't look that bad, but the lighting doesn't make very much sense right now, wouldn't you want the lights facing from the outside in, so that you can see what's in the middle? If they're the other way around, you wouldn't be able to see because they'd be shining straight in your face.
Just a thought, really.
These won't be the only lighting, and the Pitch of them are likely to change.
Brightness about 400-600:
[URL=http://www.imagehosting.com/out.php/i1297284_silo20011.jpg] [IMG]http://www.imagehosting.com/out.php/t1297284_silo20011.jpg[/IMG][/URL]
I gotta say, I think I prefer the old one, it faded better.
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Not the insanely bright one.
[QUOTE=1 Duck]
[URL=http://www.imagehosting.com/out.php/i1297167_silo20009.jpg] [IMG]http://www.imagehosting.com/out.php/t1297167_silo20009.jpg[/IMG][/URL]
[/QUOTE]
You mean this one?
I don't know anymore, that is the on I just posted by the way.
I'm confused now, just go with the one you like.
Oh sorry, the one you posted, that one. I thought they were the same.
Yeah it would probably look better in a different colour, maybe white. I did mine in that ice blue colour I always use.
It's up to you though, I mainly suggested it because it will give you really strong shadows, which you can use with the railings and stuff.
And you'd probably want to make it a bit narrower and make the point_spotlight a lot bigger.
Well, I'll experiment with it like I have been doing with this:
[URL=http://www.imagehosting.com/out.php/i1297383_silo20012.jpg] [IMG]http://www.imagehosting.com/out.php/t1297383_silo20012.jpg[/IMG][/URL]
If the walls lightmapscale was alot lower the shadows would be alot stronger and overall better.
I'm afraid that [url=http://www.blackmesasource.com/media/blastpit_002.jpg]this[/url] has been preying on my mind for some time, so I'm getting rather fixated on it.
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