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FPSC Classic Product Chat / Help with lighting :)

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tehpredatorz 132
14
Years of Service
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Joined: 19th Jan 2012
Location:
Posted: 19th Jan 2012 23:37
I am new to FPSC and just received my copy 2 days ago! So first off, hello everyone!

Anyways, I have been doing what everyone else does with FPSC (or what seems to be doing...); Making a horror genre first person shooter. I'm trying to make mine so....non generic and actually separate mine from the others distinctively, so far so good. One problem though.

I look at a lot of good projects that have EXCELLENT lighting, like it looks realistic. Mine on the other hand looks like a blob of light and really fake. Nothing super dynamic about it. I used static and dynamic, and dynamic seems too dark and not so realistic, and static just looks too bloomy and unrealistic.

If anyone can help me out with tips on lighting and maybe mods to use for better effects (lens refraction, motion blur, etc. ) that'd be great. I am aware of Project Blue, but not sure how mods work in FPSC as I haven't ever used one. If someone could be so kind as to teach me, it'd be very appreciated

-tehpredatorz132

Sup B.
Hamburger
17
Years of Service
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 20th Jan 2012 00:28 Edited at: 20th Jan 2012 00:31
I never use dynamic lighting that much, but if I create a flickering light, I'll place a static light down, and then a dynamic helper light that flickers in the same spot (but press pgup so that it doesn't clip into said static light), it looks a lot better than a lone dynamic light. But a good trick that I and many others probably employ is to use dark colored lights that have very large ranges. Also be careful about the placement of your lights. MAke sure they all have sources and the light bulb entities are placed close to them. Certain colors of lights also look better than others. If placing a light in a room that will be lit up by white light for example, maybe create the color so that it is a bit off white. But in some cases just plane old FFFFFF (pure white/grey light) looks good too. Likewise, greens look a little better when they are tuned to a more yellowish or aqua hue, and reds look better when they are tuned to a slightly pinkish hue. Yellows look better when they are slightly orangeish, or maybe a darker brown color, so they don't look so "olivey". Experiment!

One thing that would probably help though would be to up the lightmapquality in the setup.ini, it's in the default fpsc directory in your C drive. open it up with notepad, scroll down till you find said line, and change the lightmap quality to something like 30 to 100, and lightmaptexsize to 256.

Hope that helped.

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tehpredatorz 132
14
Years of Service
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Joined: 19th Jan 2012
Location:
Posted: 20th Jan 2012 01:10
Will do! Still open to anymore suggestions. Also, I have tried placing light sources near objects but when they do (like a lamp for instance) the lights just stop working. Is that because the light is touching the object?

Sup B.
TriSpefear Studios
14
Years of Service
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 20th Jan 2012 02:36
I'm pretty sure. just put the light above or next to the lamp. That's what everyone else does

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
tehpredatorz 132
14
Years of Service
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Joined: 19th Jan 2012
Location:
Posted: 20th Jan 2012 06:59
Alright cool thank you. Also, how come some models turn black when they fall beneath a light? Is there a setting I should set to make the ambient and shadows go well together? so far I have ambient at all 0. I see people having visible environments but still keeping it rather dark. I don't understand how they do it.

Sup B.

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