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ForumsShowcase → A lighting debacle
A lighting debacle
2006-02-27, 12:21 PM #1
Working on multiple fronts with this project- mostly forcing myself out of the small, cramped rooms hole. I'm also attempting to make my peace with lighting and I'd like to know shich of these schemes any of you out there would reccomend. I'm rather partial to them both and can't quite decide. As for the blue lights at the bottom... I might just cut them out. They feel tacky and I think the contrast in shading looks much better.

Although it's only secondary at this point, feel free to make suggestions for texturing as well. The ones in use at this point are pretty much the working scheme, but I'm intending to make some changes here and there since lighting alone can't make the room.

Thanks in advance, and don't be afraid to be critical.
Attachment: 10721/bay.JPG (71,225 bytes)
Attachment: 10722/opt1.JPG (54,297 bytes)
Attachment: 10723/opt2.JPG (52,428 bytes)
2006-02-27, 12:34 PM #2
scale the texture, it repeats waay too often. And it could indeed use some more variation.

It wouldn't hurt to turn on anti-aliassing before making screenshots either.
APT 1, 2, 3/4, 5/6
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2006-02-27, 2:24 PM #3
What are we looking at? It looks kind of like a star destroyer hangar bay.
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Sand Trap & Sand Trap (Night)

2006-02-28, 2:28 PM #4
The lighting is irrelevant... it will look totally different on proper textures anyway. Furthermore, never judge lighting quality until you've compiled with atleast 8 bounces.
Wikissassi sucks.
2006-03-05, 1:11 PM #5
Made a decision for the lighting colour- on to my next foolish question.

I've had some reserevations about the use of white in landing bay. It just seems a bit too stark in contrast- any opinions on this? I've got half a mind to just make a luminescent texture to use instead and thus cast myself into the world of custom textures and shaders. As always, the feedback is welcome.
Attachment: 10840/bay4.JPG (69,843 bytes)
2006-03-05, 1:20 PM #6
I dont like those light columns, they look silly. If it was a spotlight fine, but those look to be just room lights.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2006-03-05, 2:14 PM #7
Yeah, I've always had sort of a love/hate relationship with those things myself. I like some of what they add to the room, but the way the... let's call it "the magnetic shield" interrupted them looked stupid. So here's the revised version. I cut the floods and tinted them blue a bit. Thanks for the advice- sometimes we all need that person to come in and say something looks stupid.
Attachment: 10842/bay3.JPG (72,394 bytes)
2006-03-05, 2:23 PM #8
Nothing wrong with the white - that's what it looks like in the movies.
Wikissassi sucks.
2006-03-05, 7:37 PM #9
I think it looks good!
2006-03-05, 7:41 PM #10
Me too. Loads of detail you have there. :)
DO NOT WANT.
2006-03-05, 10:49 PM #11
awesome.
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2006-03-05, 11:34 PM #12
Make the hangar detailed too!
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2006-03-06, 11:42 AM #13
Okay, now for some lighting/texture commentary on Nondescript Star Destroyer Hallway #437. Playing with a number of ideas here- I like the idea of the alternation of dark and light bands up and down the halls, but I feel it needs a bit of extra colour. As always, the C&C is as welcome as ever.

[http://sparrowhawk.dubl3.com/misc/halls.JPG]
2006-03-06, 12:00 PM #14
Now, those look nice. Are those lights just white texture and luminescent? Whatever they are, they look good.
"Time is an illusion. Lunchtime doubly so."
2006-03-06, 12:37 PM #15
The 4th and 5th shots remind me of the Arc Hammer, in one of the later levels. Looks great.
2006-03-06, 12:51 PM #16
I cheated- they're pre-existing textures. (But they are indeed luminescent. Plus this new machine seems to be particularly adept when it comes to rendering soft glows.) The whites in the hangar are just 'white'. But once I finally wear myself out on construction and get around to ferreting out some good instructions on shaders, I'll probably make a new texture of no-frills luminescent white.
2006-04-01, 11:49 AM #17
All right. Finished the architecture in the bay and textured it. Does it all flow nicely now? Is there too much repetition, or any over-use of textures?

[http://sparrowhawk.dubl3.com/misc/baynew2.JPG]
2006-04-01, 11:52 AM #18
Looks much better!

I think you need better flares, though.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-04-01, 11:59 AM #19
Fuahaha, of course. Anything looks better than that whitepanel default.

The flares could indeed use some tweaking, though.
2006-04-01, 3:53 PM #20
Ah, I love the detail. See what better textures do to a level? :)
2006-04-02, 8:59 PM #21
This level is coming along nicely. I love the corridors, so much in fact, I was very tempted to try and reproduce them in JK. :o

The hangar, also, is much improved in this last shot. It's not exactly clear to me why there's no floor though. What are you standing on? And how would a smaller ship dock there? Perhaps add a docking crane there? :confused:
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2006-04-02, 9:06 PM #22
umm... that's a star destroyer hanger... The one on the bottom of the ship
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2006-04-02, 9:56 PM #23
Oh, heh. That last shot was taken standing on the light-band around the doorway. As it stands, the hangars are only big enough for comfortably launching starfighters. (The ones on the other side of the bay could accomodate larger vessels.) The reference I've been using portrays everything being much larger, (almost twice as big) so I've had to scale most everything down. It's cool, though- I like the challenge, and it prompts me to deviate from the reference.

Glad you like the corridors- I've taken a liking to them myself. The aim is to design most of the ship like a fortress- drawing a lot from medieval castles. Since this is inteded to be a firefight level, (I'm sick of Jedi) I'll be designing some things to the player's disadvantage- Like having to fight through corridors that curve opposite to the gun hand and other such environmental challenges. Nobody stands up for Stormtroopers, the unsung heroes of faceless villainry.

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