Purple is cool. But green is too.
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Purple is cool. But green is too.
For forerunner stuff, green works. However, maybe I'm just too much of a creative arts major, but red and green clash like hell, and due to the blending between the three colors, the green and blue would look nice together, but the red and green would look hideous. Take for example that long hallway in the tunnels where you can see all 3 color bands. Right now they blend logically. But green- *shudder*
Yellow. A dull or pale yellow. Goes with red a much as blue.
Hell, why not white?
White generally doesn't show up that often in forerunner stuff- if it does, it's on a blue texture. On Bungie's shaders, blue and yellow are "blue base" colors, and red and orange are "red base colors". Gephyrophobia actually has a whole set of purple bitmaps made and ready to go, which is what I've been using. This would suggest that at least Gearbox liked purple. :downs: I'm also changing the light emitted from the geph_purple lights to match the inv_purple shader that can be seen in the warthog tunnels. The inv_purple shader is much darker, more of a violet than a pinkish-purple. I really like the darker color, and already the banshee pit in the control room looks gorgeous, yet simple. Give me some more time to finish the bsp- then we can argue more about colors.
Ah okay. Thats good.
It's 5:30am EST, and time for a quick update. Though the thread has been quiet for a while, I can assure you all that the map is making considerable headway. Optimization continues, uv errors are being fixed, and the last major strides are underway. I've begun in-depth portalling, and the topside terrain is in its final tweaking stages. I won't be posting any new screenshots until I have something screenshot-worthy, but I'm fairly certain that I'll be able to show off some goodies relatively soon. Can't say much more than that since I myself don't know how things are going to turn out. Stay tuned.
Frustrated double post after a full day of trying to set up Aether lightmaps. Light emitting materials: biggest headache of all time. I'm going to ignore this issue until I have everything else about the map done. Otherwise it's going to bug the hell out of me. If someone else wants to come along and help me set up a render situation simulating outside light and all the indoor stuff, please feel free. It really comes down to the materials and the render setup, and the sunlight system.
You shouldn't be doing anything with aether until the maps done. To be honest I really don't see the need it in much, considering Halo can make perfectly fine lightmaps on its own.
High-res light maps always look weird in a low-res game like Halo.