Original message
| geekmarine  cooljohn@birdmail.com 73147121
| "Lighting help" , posted Sun 20 May 05:49  
OK, here's my problem: I'm currently working on a level for Doom 2. It's coming pretty good architecturally, but I need some help with lighting. Does anyone know tips on how to make good lighting, or possible a tutorial? I know how to use lighting, I just can't use it effectively. I just need general tips, nothing specific or anything.
======================================== "They put doom maps in cereal?" -Duke Nukem
Your BFG and Megasphere are no match for my puny pistol and lack of armor.
http://www.johnsweirdstuff.com
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| Lüt Albino Negro  toruonda@home.com 23065834
| "Re(1):Lighting help" , posted Sun 20 May 15:03  
I'm not much for explaining things, but if you wanna send me the WAD, I can try a few things and then you can see first-hand, decide if you like it or not.
--- You have been bothered by: Lüt "Living Colour is my favorite black metal band." www.doomworld.com/insanity www.mp3.com/dyingcorpse www.thebarnacle.f2s.com AIM: Dying Corpse - SB4824 - XtbbTSzNyKw5sRB4 <-- Talk to me dammit!
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| Fanatic marcpullen@mindspring.com | "Re(1):Lighting help" , posted Sun 20 May 10:38  
Look at levels that have good lighting, and examine them in the game, and in your editor to see how they did it.
It's a combination of sector usage and proper light levels combined.
A good example is GothicDM and GothicDM2. There's a bazillion out there, but the best examples are plentiful.
-Marc http://www.doomworld.com/fanatic
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| Lazer  -@-.com
| "Re(1):Lighting help" , posted Sun 20 May 07:10  
Well, first try picturing yourself really being there. Now where and how far would the light shine? Now try to do just that with the editor. You can also check out the "shadowcasting" tutorial on Doomworld for a trick you can use while trying to simulate dynamic lighting. Or you could try playing Requiem (map16 is a good example)
Current Projects: Underworld The Doom Down Under Website: www.devin-afshin.com/DDU/DDUMain.htm
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