User:Thebigh/Sandbox: Difference between revisions
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Deciding on the best level of [[Ambient Light]] can be tricky. If you make it too bright, the mission can take on a flat, washed-out feel and useful shadows can be difficult to distinguish from their surroundings. Too dark, and it is often hard to see your immediate | Deciding on the best level of [[Ambient Light]] can be tricky. If you make it too bright, the mission can take on a flat, washed-out feel and useful shadows can be difficult to distinguish from their surroundings. Too dark, and it is often hard to see your immediate vicinity. The '''dark vision''' technique allows you to light up nearby objects while leaving distant areas dark | ||
Essentially, we are going to attach a point light to the thief's head and have it follow him around. | Essentially, we are going to attach a point light to the thief's head and have it follow him around like a faint lantern. | ||
==The light== | ==The light== | ||
Put a light anywhere. | Put a light anywhere, preferably in your "blue room" away from the rest of your map. Give it a modest radius; I find 300 to 500 units gives good results (7 - 11.5 m). |
Revision as of 11:09, 1 June 2021
Deciding on the best level of Ambient Light can be tricky. If you make it too bright, the mission can take on a flat, washed-out feel and useful shadows can be difficult to distinguish from their surroundings. Too dark, and it is often hard to see your immediate vicinity. The dark vision technique allows you to light up nearby objects while leaving distant areas dark
Essentially, we are going to attach a point light to the thief's head and have it follow him around like a faint lantern.
The light
Put a light anywhere, preferably in your "blue room" away from the rest of your map. Give it a modest radius; I find 300 to 500 units gives good results (7 - 11.5 m).