Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Lighting a map properly ideas?
avager Offline
Junior Member

Posts: 10
Threads: 0
Joined: Feb 2008
Reputation: 0
#6
RE: Lighting a map properly ideas?

(09-16-2010, 01:48 AM)Armored Cow Wrote:
(09-16-2010, 01:45 AM)avager Wrote: Indeed, learn how to use box light, it will save you some time, nerves and will make map more "playable". I've learned that lesson today... It helps you lit up whole rooms evenly, which can fake interior light, making "small light sources" (like torches, candles, etc) a bit stronger, at least in eyes of player.

Well actually if you use the technique given in the light tutorial on the wiki, you can make "tinderbox-able" light sources brighter by tying them to a point light.


That's not the point, sometimes, room is way too dark and your goal is not to provide player with many light soruces in it but still be somewhat able to see in pitch black darkness on longer distances than 1 meter. I hope you understand that Smile .

With pointlight you get a light source that HAS a source, so you can't make "magical" enviromental/ambient lightining ( can't find correct word for it in english).

I found that boxlight is better to be used when it comes creating upper levels of your map, like near outdoors or a room with many windows. You don't use super bright boxlight but use it as a base for other lights.
09-16-2010, 01:55 AM
Find


Messages In This Thread
Lighting a map properly ideas? - by RMJ - 09-15-2010, 04:25 PM
RE: Lighting a map properly ideas? - by jens - 09-15-2010, 04:58 PM
RE: Lighting a map properly ideas? - by RMJ - 09-16-2010, 01:40 AM
RE: Lighting a map properly ideas? - by avager - 09-16-2010, 01:45 AM
RE: Lighting a map properly ideas? - by avager - 09-16-2010, 01:55 AM



Users browsing this thread: 2 Guest(s)