Author Topic: Module suggestions for the best lighting  (Read 582 times)

Legacy_DM_Vecna

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Module suggestions for the best lighting
« on: March 03, 2011, 06:56:01 am »


               I was wondering if anyone could suggest some modules on the vault that have the best lighting. I am looking at observing their techniques in order to better my use of area lighting. 
               
               

               
            

Legacy_olivier leroux

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Module suggestions for the best lighting
« Reply #1 on: March 03, 2011, 03:26:09 pm »


               I don't know which modules have the best lighting of all but off the top of my head I can suggest a few that according to my memory have impressive area design, which most probably includes lighting. That would be

* "Almraiven" and "Shadewood" by Fester Pot
* Baldecaran's Prophet series

maybe also:

* "Caereena: Krakona Rising" by   Dallo, Skyrmir, RyanDarth & gaoneng
* "Resurrection Gone Wronger - Romancing the Bob" by kookoo (including areas designed by Fester Pot and Maddyane)
* "Excrucio Eternum" by Stefan Gagne
* "Vampire: Heaven Defied" by Chojin ....

Everyone, feel free to continue the list!

And if you find any interesting insights about lighting techniques, please consider sharing them! I'd be very interested in them, too. '<img'>
               
               

               


                     Modifié par olivier leroux, 03 mars 2011 - 03:27 .
                     
                  


            

Legacy_The Amethyst Dragon

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Module suggestions for the best lighting
« Reply #2 on: March 03, 2011, 07:32:21 pm »


               Fog.

I find that it really helps to set the mood of an area.  Some areas are filled with dense fog (cut-off distance 30-45 meters), some I set at 100 meters (for a hint of distance and color), some (outdoors, clear weather) I set at 300 meters (for when I really want the fog out of the way).

Want something spooky?  Make it foggy (with grey or black fog) so PCs can't spot everything coming a mile away.

Want an area to look like there's impending snow or rain?  Grey fog set at around 60-75 meters will partially obscure things farther away, but still enable PCs to clearly see what's close.

Want a structure to appear a little more "looming"?  Light fog in the area.

Want an area to have sort of an underwater feel?  Blue fog (plus some blueish lighting,the brightness depending on the depth).

Want a murky swamp?  You guessed it...fog.

Want a structure in the clouds?  White fog (along with some drops into chasm/pit terrain).

I figure fog helps set about 1/3 of the "lighting" mood for an area (the rest is, of course, actual lighting).  I have a demonic plane in my PW where the dominant lighting is reddish, with a reddish fog (the density of which varies with individual areas), and a darker custom skybox that changes from dark red near the horizon to dark orange as you look upward.  I have a large desert region where the daytime lighting is tinted a darker yellow (which helps the default city tileset blend into the environment a little bit), with no fog (it's dry, after all).

I also use some custom scripting that controls the weather across my PW, and the fog amount gets increased from what I set the area at when it rains or snows (and sets it back when the precipitation passes).
               
               

               


                     Modifié par The Amethyst Dragon, 03 mars 2011 - 07:33 .
                     
                  


            

Legacy_Grymlorde

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Module suggestions for the best lighting
« Reply #3 on: May 06, 2011, 06:16:41 am »


               For that old school D&D feel, I like to use BLACK with all lights disabled for dungeons and caves. In actuality, even without a torch or light spell, the PC still has enough light to creep through the area as if they were carrying a candle. It's pretty cool getting shot from the darkness and having to quickly figure out where the attackers are before turning into a pincushion.

And after all, why would denizens of the dark who have darkvision bother with torches? The presence of torches should tell the PCs that humans are about.
               
               

               
            

Legacy_kalbaern

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Module suggestions for the best lighting
« Reply #4 on: May 06, 2011, 07:53:59 pm »


               One thing I do when building is to make several small areas with a variety of tilesets and preset lighting conditions. This helps me maintain continuity from area to area in matching environs. I select one of them I like, then make several copies for actual building in. While toolset views will differ from what is seen IG, you can still zoom in and rotate your camera with lighting on to get a pretty close idea of the final results too.