(04-21-2013, 03:01 AM)JustAnotherPlayer Wrote: 1) The purpose is to light up an entire level. If it's night, have the boxlight to be faint blue.
2) Any where.
3) See 1)
4) Depends. But make it faint. If it's blue then faint blue and so on.
Ahh nice and straightforward. +rep
(04-21-2013, 05:31 AM)Kiandra Wrote: Nice question! I love it when you guys ask good questions like this ![Big Grin Big Grin](https://www.frictionalgames.com/forum/images/smilies/biggrin.gif)
Thanks for that tutorial link and your information
![Smile Smile](https://www.frictionalgames.com/forum/images/smilies/smile.gif)
When I first used a boxlight, I just let it fill one whole room @ 1.0, 1.0, 1.0 and it made my map look pretty poor to say the very least. That put me off boxlights for two reasons:
1. I didn't want my maps to look poor, but I would think that if I knew how to use them properly, I could perhaps make something better than just many lights on the ground with dark patches in the corner.
2. When i looked through the Amnesia maps which FG had designed, I did not see many boxlights, rather just many pointlights every once in a while.
I'll be sure to start experimenting now. I wont be able to note too many differences as the entire story is in grayscale, but im sure it would at least look a little more lovely and appealing.
Thanks again for the input. +rep
(04-21-2013, 05:31 AM)Kiandra Wrote: but if you have any other questions, you can ask me
I MAY pm some screenshots or stuff later if needed. I've made myself a couple of maps, so I'm not an amateur, but I could always use some help if I ever need it. After seeing some of your screenshots on the criticism thread, I'm sure you would be most helpful :3