News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
I Don't Understand Colors 
So, I use multiple blue colors, and only value that changes is Lum (luminous value of color). I try to use same thing for different colors that are not main colors, for example blue violet. I separate to 2-3 different tints(dark -> light) of that color. As an result I get weird pink colors, if colors are close or in exact same position.. so I guess this works only for main colors, red, blue, green, when there is no mixed other colors.

This starts feeling like painting for real, but without seeing results as fast.

If someone is experienced user with colors, a little lecture would help me a lot. Simply answer "do not use mixed colors" is something I will ignore immediately, because I want to learn and use colored lights. I was watching color theory videos on youtube, and getting some nice ideas how to choose own color palettes, but many modern games uses multiple colors in same places and they blend together smoothly.. it is hard to explain why, because I'm not expert in those subjects, and I'm sure quake works a little differently (because it is old game) - but any lighting techniques/secrets that might make it feel like 'modern' would help a lot.

I have been playing around different delay settings, and when used together gives interesting results, just like what I wanted. For example using delay 2 to push our shiny color, then make it lighter and using 0 / 5. Shamefully something like that didn't worked quite well for color "blue violet". 
 
Multiple lights of different colors is probably going to make it harder instead of easier to do what you want. Quake's colored light is basic RGB 0-255. All 0 = black, all 255 = white.

For example, a light that's 0 0 255 is pure and saturated blue. To lighten or desaturate it, add equal amounts of red and green, such as 80 80 255. Boost or cut the amount or red or green slightly to change the tint toward purple or yellow.

Or you can go the other way. The center of the texture light3_8 is actually a pinkish color. Instead of pure white, set the light color to something like 255 240 224 
 
It only looked like it works but.. does this really works this way too?

If I add same about for both red and green, but at the beginning one of them has more than the other.

for example 100 80 255.. 120 100 255.. 140 120 255 and so on. I tried something like that and color changed but kept.. the same base color only more brighter. Or maybe it only just looked like it worked. 
Just Use A Colour Picker 
first hit on google:

http://www.colorpicker.com/ 
 
I use
http://www.color-hex.com/color-names.html and
http://paletton.com/

That looks neat too.. not sure how it works though. I was just wondering that idea of using same color but only brightness changes. First I had wierd problems with blue violet color and it turn into pinkish color. But doing it right.. I guess.. it keep in same color only brightness changed. So I guess what I was trying to ask was, what did I do wrong at the first place when it turn into pinkish colors.

So hopefully this thing never happens to me again. 
Can Func_door_secret Open Upwards? 
Can func_door_secret open upwards?

I have a func_door_secret with "angle" set to "-1" but it slides sideways to open. 
 
I think that http://www.colorpicker.com/ which Kinn provided the link to, will help you understand better what's going on. Hex codes and color schemes are for web page designers, so don't worry about that for now.

The boxes down the right side let you enter a color in two different ways or in a combination of both. HSL and RGB. Try changing the numbers in them and watch how the selector dot moves.

H Hue is color
S Saturation is basically how far from pure white
L Luminance or Brightness is how far from pure black

Try entering 0 0 255 for RGB. Look at the resulting numbers for S and B. Try changing S and B from 100 to 75, 50, 25, etc, watch how the picker dot moves and note the changes in the RGB numbers. 
Ubiquitos 
Just delete the "func_door_secret" option from the classname, make it a commen func_door and add a message for your secret door.

The door_secret code is only one way. 
JA 
 
Thanks,

"angles" "-90 90 0"

produced my desired effect. 
 
If I has button on the ceiling, is it possible to make it go up when shot by using that same idea? 
 
Yep, it's possible, you don't use "angles" though:

"classname" "func_button"
"angle" "-1" // -1=button goes up when pressed; -2 would go down
"health" "1" 
 
Thanks, that will help so much now that I know how to do it in a right way.. was using func_train ealier* 
 
https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing

So I started using brighter blue/yellow/orange colors, and trying to figure out whether or not focus points are easy to spot. I put screen brightness very low. But I'm pretty sure there will be a lot of people who can't see even focus points or everything is unpleasantly dark.

So let me know, should I put lighting from 300 to even 450 when using delay 5. I removed even colors so I can see which colors are actually brighter and of course it seemed like yellow/orange is a bit brighter which is good thing, because it works as a main goal color. 
 
Or should I put bright colors in middle of rooms/hallways to add that overall visibility? And not try to increase the actual light sources.. but focus on "fake" lighting. 
Taste Of Choice 
I'm attracted to colour lights, but I make sure the white light stays dominate.
In that way the colours blend in at the background without destroying the texture. 
 
Yeah, you're right.. unless it is meant to be disturbing and texture breaking like in silent hill, if you know what I mean*

But overall I want to try to keep colors under control, everything is still quite new to me. I will try adding this white color more by placing them in middle of hallways/room/areas, and let's see what happens. I looked up some map files by other people and they were placing light sources in middle of rooms etc. For some reasons I tried to avoid using those, because I wanted to light comes from "real" light sources like lamps, torches etc. but it seems like that is not enough always.. and if light value is too high everyone sees it, even if using delay 5 - but it doesn't light that much imo. 
Light 
I wanted to light comes from "real" light sources like lamps

That's a great mindset to have when it comes to lights so stick with that idea.

In terms of fill lights like you describe those are needed to but try out the new -bounce parameter in the latest Tyrutils. Check out a bounce demo here: http://ericwa.github.io/tyrutils-ericw

For my jam map, I used almost no fill lights and just played with bounce scale and such. I am pretty impressed so far!

Another thing to mess with:

Say you have a lamp...

Place a light entity with a high wait value (7-8.5) and place it directly at the source of a lamp. Then place your actually room filling light that the lamp would give off in front of that. This will give the lamp an intense bright source which makes it seem like a real light source.

Lots of experimentation when it comes to lights. 
 
Ah, fantastic.. I was only using bounce 0.1, because I wanted to keep it "horror" in one level.. I want to have actual 100% dark places too. I was afraid that bounce scale would make everything "too bright" in terms of mood I'm trying to capture.. but I'm sure I can increase the value a bit higher sure* 
 
And maybe playing around with those wait values more, I can control it somehow* 
Im Not Sure 
but i think bounce is either 1 or 0

1 being a single light bounce, 0 being off.
ericw could probably enlighten us further. 
 
Yeah, there is the on/off switch, plus 2 parameters:

-bounce n

Enables 1 bounce, 0=disable even if set in worldspawn. Available as a worldspawn key.

-bouncescale n

Scales brightness of bounce lighting, default 1. Available as a worldspawn key.

-bouncecolorscale n

Weight for bounce lighting to use texture colors from the map: 0=ignore map textures (default), 1=multiply bounce light color by texture color. Available as a worldspawn key.


The first screenshot on http://ericwa.github.io/tyrutils-ericw/ shows the effect of different values of -bouncescale, if you click on the buttons on the side.

I haven't mentioned "-bouncecolorscale" much, not sure if anyone is using it, but this is what makes white light bouncing off a red wall become red light (you have to turn it on; by default the map is treated as if all textures are solid gray.) 
 
Sorry I meant I used bouncescale 0.1 
 
Now I set it to default 1, and start working on lights again. Maybe after this my map is much more playable. 
2 Lights 
Here is an example of a

light 100 wait 0.3
and a colour light of
light 300 colour 112 132 256.

As they both are the same strength 300=100/wait0.3 the colour has the same glow as the withe, producing a rare effect. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.