Garrys mod lower flashlight brightness2/23/2024 When a player has just finished a completely dark portion of the map, make sure that when they ascend, they see something really bright and cool for a sense of accomplishment and contrast. If you use this, don’t use it too much because, like white, it’s not meant for fun. Black/Darkness – Gives a large sense of uncertainty and insecurity.Players will focus more on the talking than the unimpressive background. If you want to make a good map, use white when NPCs are talking or telling a story. Normally just makes the player focus on the job that needs to be done and not much else. White/Brightness – White doesn’t really make the player think much.Almost like the place is “gonna blow.” Putting enemies in the way of the escape only helps exaggerate the suspense of the situation. Red/Orange – Using red will make players feel like they need to do things quickly. It can also cause players to second guess, so be careful. It’s the opposite of yellow, so it’s a good way to make players slow down and think. It also gives the environment a living, breathing quality. Makes the player more aware, and more careful. Yellow/Green – When a player stumbles upon a room lit by yellow lighting, it automatically makes them feel either accomplished, content, or comfortable, depending on the situation.The light settings for the first picture is: 255 239 202 150 You will see me mostly use a yellow glow in my maps. Whilst most lights lights in the real world produce a warm yellow glow. Most lights in game will be from a red, to a blue. The lighting psychology is a good thing to read, it will allow you get inside of the player’s head to keep them feeling what you want. (All light in source engine is colored in Red Green Blue Intensity) Here are the links.Ī light is almost NEVER solid white, this is why I get a bit angry when I see a 255 255 255 200 light. This is quite some reading you can do on this. Tip 2 The colors of the lights are important to the feel, and mood of a area. You can see the difference in the screenshot. Both lights have the same brightness of 150. All you need to do is pull the entity away from the brush. The light is actually projected from the center of the entity, the small “X” in the middle. No matter how bright a light is when placed too close to a brush will give a rather unsightly bright circle. In real life the light is projected from the bulb, but this is not how it works in source engine. Tip 1 Placing a standard light entity is rather simple, but the most common mistake is placing it too close to the model.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |