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Postmark Jensen
is not a jerk.
![]() Join date: 23 May 2004
Posts: 281
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11-29-2004 17:58
How do I get my building dark inside? I've been to a few clubs that seem kinda dark, but that appears to only be from black textures. Everything else is far too bright.
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Reitsuki Kojima
Witchhunter
![]() Join date: 27 Jan 2004
Posts: 5,328
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11-29-2004 18:28
Basicly, you don't. Lighting isn't really within our control, at least not to that degree.
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Sam Portocarrero
Jesus Of Suburbia
![]() Join date: 23 May 2004
Posts: 316
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11-29-2004 21:13
There is a basic way to make things seem "dull"
1) Put a light gray color over it (if it's white, make it gray, if it's another color, use a darker color in that range) 2) make the textures with shadows 3) turn down your monitors lighting 4) drink alot of beer Try some of these, they may or may not work lol -Sam _____________________
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Postmark Jensen
is not a jerk.
![]() Join date: 23 May 2004
Posts: 281
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11-30-2004 06:04
Beer just makes things fuzzy :/
The other option is just to make everything black like so many clubs, but that'll kinda defeat the purpose of all the architectural work I've been doing. I will try the shadows. I need to redo almost all the textures with grafitti and signs of decay and wear, so throwing shadows will just be another layer. It would just be really nice to be able to mark the objects to, dunno, suck up light. Select a texture and set it to decrease n % of the brightness of the world. That way we could force less brightness inside a home, then use local lighting to fill it up. |
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
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11-30-2004 17:59
To make things darker at night and lighter during the day - or change relative to atificial lighting conditions - you could script the base color of the prims to change from white to very dark gray as someone suggested earlier. You could even make animated shadows with this method (for instance, the shadow of a window frame that travels across a wall in relation to the sun/moon. It makes for a neat and dynamic effect, but burns script-time.
Another option that may work in some situations... create a particle emitter that very slowly releases giant black particles with alpha to suit your need. |
Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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11-30-2004 18:07
Starax did a wonderful, wonderful example of this not too long ago at Backstage/Nowall -- it's no longer up, and I don't know if he could rez it for you, but it was basically a dark room you go into... with a prim-dude hunched over on a desk with a computer on it. The monitor showed an infinite loop of recursives leading into infinity... and beyond?!? AIEEE
![]() Needless to say, it was a great job. Jimmy Thomson has some wicked tricks and tips regarding shadowplay -- I think he's posted the tips on the forums too. ![]() _____________________
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Chandra Page
Build! Code. Sleep?
![]() Join date: 7 Oct 2004
Posts: 360
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11-30-2004 19:23
It would just be really nice to be able to mark the objects to, dunno, suck up light. Select a texture and set it to decrease n % of the brightness of the world. Yeah, make it a new material type. You could set an object to be made out of "dark". Or perhaps such dark matter already exists in SL, and we merely lack the technology to detect it. ![]() _____________________
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Torley Linden
Enlightenment!
![]() Join date: 15 Sep 2004
Posts: 16,530
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11-30-2004 19:26
Or perhaps such dark matter already exists in SL, and we merely lack the technology to detect it. ![]() Stephen Hawking, Michio Kaku, Kip Thorn, and the ghosts of Newton and Einstein just laughed. Heartily. ![]() _____________________
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Postmark Jensen
is not a jerk.
![]() Join date: 23 May 2004
Posts: 281
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12-01-2004 05:43
Now that idear 'bout changing the base color is great. I'll have to try that. That will also help heighten the atmosphere around barrels of burning detritus--flicker the textures nearby to imitate light from flames.
BTW, what does Rip Torn have to do with dark matter? |
Lefty Belvedere
Lefty Belvedere
Join date: 11 Oct 2004
Posts: 276
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12-02-2004 18:04
another trick would be to force your client to constant night cycle. i know there's a "force sunset" which forces daytime, must be a way to force night.
~Lefty |
Synergy Belvedere
Prim Reaper
![]() Join date: 7 Jul 2004
Posts: 253
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12-06-2004 12:43
Yup, choose "Mouse moves sun" , go into mouselook, look straight down, come out of mouselook, voila - night time that stays....but only for you
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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12-06-2004 14:20
You could host a club underwater. I've seen that before, seems to work well.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
Forseti Svarog
ESC
![]() Join date: 2 Nov 2004
Posts: 1,730
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prims
12-06-2004 15:15
lol, i suppose you could fill the inside with 10x10x10 phantom prims set to black texture but made semi-transparent
somehow i doubt this would look too attractive tho |