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New bridge lightings bloopers!

saurializardsaurializard Member Posts: 4,404 Arc User
It's the New year and you know what always happens on the new year? Yep, we get bloopers about everything! And it's time for another series.

Q having recently updated all the galaxy's lighting to make it prettier (YMMV, as always with what Q does), I think it's time to reveal where he did troll Captains.

Whether because of hating them, forgetting about them or simply due to questionable tastes from the Continuum, this thread is about those bridges Q went through and that aren't to their captain's tastes who deems them as "miss", bad or plain epic fails. Too dark, too bright, too both at once, lack of shadows, light sources missing, everything goes!

So feel free to post your findings.

Let's start with a few:
Hazari Destroyer bridge (1.0)
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Hazari Destroyer bridge (2.0)
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Vaadwaur bridge (1.0)
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Vaadwaur bridge (2.0)
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Temporal Romulan ship bridge (1.0)
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Temporal Romulan ship bridge (2.0)
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Cardassian bridge (1.0)
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Cardassian bridge (2.0)
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Vorgon bridge (1.0)
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Vorgon Bridge (2.0)
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#TASforSTO
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Comments

  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited January 2017
    not saying anything really here, since I turn my 2.0 off to keep the game from getting a mind of its own, but it almost looks like a contrast issue they're having.
  • jim625jim625 Member Posts: 907 Arc User
    1.0 is so much better
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    Here's my (older) contribution: fubar 2.0 (several posts of mine on that page)

    The example of your Wells is all-telling: it's beyond bad. Literally ALL subtle gradients and shades have gone. It's really unbelievable they delivered 'Lighting 2.0' like this. I mean, I understand they have a busy work-load; but then just don't release it yet.

    Overall, the 2.0 lighting is terribad; way too overbright, often washing out any and all nuance, grossly overdone specular lighting, and 'plastic wraps' on your boffs, because someone at Cryptic deemed it a good idea to have boff skins be a reflective surface. The only place where 'Lighting 2.0' kinda works, is in areas that were otherwise too dark (like some bridges, like the Sphere Builder ones). And then they just applied that setting to everything, and called it the day. :)
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  • saurializardsaurializard Member Posts: 4,404 Arc User
    edited January 2017
    meimeitoo wrote: »
    The example of your Wells is all-telling: it's beyond bad. Literally ALL subtle gradients and shades have gone. It's really unbelievable they delivered 'Lighting 2.0' like this. I mean, I understand they have a busy work-load; but then just don't release it yet.
    Actually, the Wells bridge isn't bad if a bit too bright:

    Wells bridge (1.0)
    20170105211836_1.jpg

    Wells bridge (2.0)
    20170105211844_1.jpg

    It's really the KDF and especially the Romulan version that are all wrong.
    #TASforSTO
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    It's really the KDF and especially the Romulan version that are all wrong.

    That doesn't even look half bad. :) But the Rom one, yikes!
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  • berginsbergins Member Posts: 3,453 Arc User
    jim625 wrote: »
    1.0 is so much better

    WRONG WRONG WRONG

    An OPINION is never really wrong, and 1.0, for some, really is a better option. It has been around longer, they've worked all the kinks for different combinations of equipment. My system is supposed to be able to run 2.0, but 1.0 is better for me because when I turn on 2.0, the light bloom is blinding. I'm sure that eventually I'll be able to turn 2.0 on and be amazed, but until they've figured out whatever combination of cards/processors/drivers is causing these issues...
    1.0 is so much better
    ... for me. And I'm not...
    WRONG WRONG WRONG
    "Logic is a little tweeting bird chirping in a meadow. Logic is a wreath of pretty flowers which smell BAD." - Spock
  • theanothernametheanothername Member Posts: 1,511 Arc User
    bergins wrote: »
    jim625 wrote: »
    1.0 is so much better

    WRONG WRONG WRONG

    An OPINION is never really wrong, and 1.0, for some, really is a better option. It has been around longer, they've worked all the kinks for different combinations of equipment. My system is supposed to be able to run 2.0, but 1.0 is better for me because when I turn on 2.0, the light bloom is blinding. I'm sure that eventually I'll be able to turn 2.0 on and be amazed, but until they've figured out whatever combination of cards/processors/drivers is causing these issues...
    1.0 is so much better
    ... for me. And I'm not...
    WRONG WRONG WRONG

    I have to disagree. Right now its so bugged that its not even an opinion; 1.0 IS better. 2.0 has the bigger potential and could in theory be better, even far better; but right now? It ain't.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    bergins wrote: »
    jim625 wrote: »
    1.0 is so much better

    WRONG WRONG WRONG

    An OPINION is never really wrong, and 1.0, for some, really is a better option. It has been around longer, they've worked all the kinks for different combinations of equipment. My system is supposed to be able to run 2.0, but 1.0 is better for me because when I turn on 2.0, the light bloom is blinding. I'm sure that eventually I'll be able to turn 2.0 on and be amazed, but until they've figured out whatever combination of cards/processors/drivers is causing these issues...
    1.0 is so much better
    ... for me. And I'm not...
    WRONG WRONG WRONG

    I have to disagree. Right now its so bugged that its not even an opinion; 1.0 IS better. 2.0 has the bigger potential and could in theory be better, even far better; but right now? It ain't.


    Agreed. From the pics posted here, it would seem existing 'scenes' need to be re-adjusted for 2.0, one by one, which may take a while (or will simply never happen). The only real risk is when Cryptic decides, in a few months, that they're going to retire the 1.0 lighting system (the 'shared experience', and all that). That would be bad.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited January 2017
    The only real problems I've seen on any sort of consistent basis are ship bridges, which are a problem, and one that needs fixing, but are honestly such a small feature of the game(especially since you only ever have to go to your bridge like TWICE in the game game) that I find it crazy that anyone could say the new lighting system "is a disaster" or w/e.


    I don't consider 'lighting broken on all bridges' an acceptable loss. So, until they fix it, they really should keep the 1.0 system.

    When it comes to introducing new stuff, as always, I think Cryptic should adopt the final part of the Hippocratic Oath: above all, do no harm!
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    So its not "on all bridges"


    That's fine. :) But even 'on most bridges' would be unacceptable. Seriously, "Don't break it, if it's fixed."

    The older bridges probably aren't materials-enabled yet (for the specular lighting); but the lockbox ones I own, are.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited January 2017
    wendysue53 wrote: »
    not saying anything really here, since I turn my 2.0 off to keep the game from getting a mind of its own, but it almost looks like a contrast issue they're having.


    Drawing from my modest builder experience in Second Life, what *I* think is happening, is that materials-enabled surfaces** can't just be applied universally. If you give everything, say, a 75% reflectiveness, then everything which has strong nearby light-sources will become way too shiny (so as to become overbright). The pics of the Cardassian bridge posted above show that really well. So, either you tone down the reflectiveness of individual specular textures, or you tone down the nearby light-source intensity (and/or radius). Either way, you kinda need to go thru these changes manually, one by one; and I get the impression they just used some sort of universal '2.0 converter.'

    ** I'm sure the terminology will differ in STO, but the technology used is likely very similar to Second Life materials.
    3lsZz0w.jpg
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    meimeitoo wrote: »
    wendysue53 wrote: »
    not saying anything really here, since I turn my 2.0 off to keep the game from getting a mind of its own, but it almost looks like a contrast issue they're having.


    Drawing from my modest builder experience in Second Life, what *I* think is happening, is that materials-enabled surfaces** can't just be applied universally. If you give everything, say, a 75% reflectiveness, then everything which has strong nearby light-sources will become way too shiny (so as to become overbright). The pics of the Cardassian bridge posted above show that really well. So, either you tone down the reflectiveness of individual specular textures, or you tone down the nearby light-source intensity (and/or radius). Either way, you kinda need to go thru these changes manually, one by one; and I get the impression they just used some sort of universal '2.0 converter.'

    ** I'm sure the terminology will differ in STO, but the technology used is likely very similar to Second Life materials.


    In the sheer unprecedented act of quoting myself, LOL, I just realized they really can't adjust the intensity of the light sources; at least, not for as long 1.0 is still active. Otherwise, good-looking maps, with lighting set for 2.0, would look way too dark when just watched in the 1.0 incarnation of the lighting system. Hmm, conundrum. :)
    3lsZz0w.jpg
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited January 2017
    that's what I understood from the initial release concerning 2.0. Problem is that there is a fundamental issue with it that has nothing to do with game graphics and everything to do with Win10 (and some other systems) working correctly when it's turned on. If I turn it on or they turn it on automatically with a new update, I can almost be positive the game will crash during the loading screen or on login - also referred to as the Loading Screen Bug. It has to do with the 2.0 Lighting system. Other than that, yep, they just threw one filter over all of it (and possibly moved or added a couple of light sources - but unsure on this point). Plastic people are one thing that will cause me to turn a game off, as I can create better on a crappy comp at home. Unfortunately, the basic STO engine can't handle those graphics, so as I understand Cryptic's problem, they are trying to give the illusion of better tech without having the tech to do it with. They really would have to have a system in place to do it per materials, but it's labor-intensive. and I'm babbling. You know all this if you've played with what you've said you have or deal with 3d graphic design in any way. :/
    Post edited by wendysue53 on
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited January 2017
    Sauria, I'll pass this along to the boss, and we'll try and fix these up as we can eke out time.
    meimeitoo wrote: »
    wendysue53 wrote: »
    not saying anything really here, since I turn my 2.0 off to keep the game from getting a mind of its own, but it almost looks like a contrast issue they're having.


    Drawing from my modest builder experience in Second Life, what *I* think is happening, is that materials-enabled surfaces** can't just be applied universally. If you give everything, say, a 75% reflectiveness, then everything which has strong nearby light-sources will become way too shiny (so as to become overbright). The pics of the Cardassian bridge posted above show that really well. So, either you tone down the reflectiveness of individual specular textures, or you tone down the nearby light-source intensity (and/or radius). Either way, you kinda need to go thru these changes manually, one by one; and I get the impression they just used some sort of universal '2.0 converter.'

    ** I'm sure the terminology will differ in STO, but the technology used is likely very similar to Second Life materials.

    Most of that has nothing to do with what's going on.

    There was no way we could manually light 1000+ maps in the time allotted to get 2.0 in place. We didn't use a "2.0 Converter" but we did use some tricks to pass lights around the game without having to do it all manually. Namely, we attached lights to objects, so that anywhere the object "Big_Bright_Light_01" showed up, there was an actual light attached to it. That worked to propagate the lights around the game, but in "Darkly_Dark_Map_16", "Big_Bright_Light_01" is placed, even though the map is dark. So now, that usually dark map is brightly lit. In other places (namely bridges that have lots of one off custom geo), no lights were attached to the objects, and so the bridge map remains darker in 2.0.

    Admittedly, it was a somewhat ham-fisted method to pushing new lighting into all corners of the game, but there was no way we could feasibly do it all by hand in such a short time.
    meimeitoo wrote: »
    meimeitoo wrote: »
    wendysue53 wrote: »
    not saying anything really here, since I turn my 2.0 off to keep the game from getting a mind of its own, but it almost looks like a contrast issue they're having.


    Drawing from my modest builder experience in Second Life, what *I* think is happening, is that materials-enabled surfaces** can't just be applied universally. If you give everything, say, a 75% reflectiveness, then everything which has strong nearby light-sources will become way too shiny (so as to become overbright). The pics of the Cardassian bridge posted above show that really well. So, either you tone down the reflectiveness of individual specular textures, or you tone down the nearby light-source intensity (and/or radius). Either way, you kinda need to go thru these changes manually, one by one; and I get the impression they just used some sort of universal '2.0 converter.'

    ** I'm sure the terminology will differ in STO, but the technology used is likely very similar to Second Life materials.


    In the sheer unprecedented act of quoting myself, LOL, I just realized they really can't adjust the intensity of the light sources; at least, not for as long 1.0 is still active. Otherwise, good-looking maps, with lighting set for 2.0, would look way too dark when just watched in the 1.0 incarnation of the lighting system. Hmm, conundrum. :)

    This is now how this works. All of our lights are separate. There is a set of lights for 1.0, and a set of lights for 2.0. Adjusting 2.0 lights won't make 1.0 brighter. But there are things like skyfiles, which contribute lighting to both, and thus adjusting a skyfile to look good in one mode will potentially make it look worse in the other.
    Only YOU can prevent forum fires!
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  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited January 2017
    thanks for the update, @Tacofangs! Always glad to hear back from you. Especially about the 2.0. I was actually wondering how you had it laid out. :)
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    tacofangs wrote: »
    There was no way we could manually light 1000+ maps in the time allotted to get 2.0 in place. We didn't use a "2.0 Converter" but we did use some tricks to pass lights around the game without having to do it all manually. Namely, we attached lights to objects, so that anywhere the object "Big_Bright_Light_01" showed up, there was an actual light attached to it. That worked to propagate the lights around the game, but in "Darkly_Dark_Map_16", "Big_Bright_Light_01" is placed, even though the map is dark. So now, that usually dark map is brightly lit. In other places (namely bridges that have lots of one off custom geo), no lights were attached to the objects, and so the bridge map remains darker in 2.0.

    Admittedly, it was a somewhat ham-fisted method to pushing new lighting into all corners of the game, but there was no way we could feasibly do it all by hand in such a short time.

    Why, that was quite 'illuminating' (pun intended). But yeah, adjusting a 1,000 light sources manually will take time.
    This is now how this works. All of our lights are separate. There is a set of lights for 1.0, and a set of lights for 2.0. Adjusting 2.0 lights won't make 1.0 brighter. But there are things like skyfiles, which contribute lighting to both, and thus adjusting a skyfile to look good in one mode will potentially make it look worse in the other.

    *nods* Well, as long as you guys are still working on it, it's all good. :)
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  • nimbullnimbull Member Posts: 1,564 Arc User
    Might want to take a look at the kobali bridge. I noticed it was a lot different when I was leveling a new engineer on it the other day. Didn't bother me much but it was like night and day compared to the first time I looked at it before the new lighting.
    Green people don't have to be.... little.
  • strathkinstrathkin Member Posts: 2,666 Bug Hunter
    edited January 2017
    Still I think Cryptic really bit off a lot more than they should for little benefit except more manual work which they admit is very hard to do for 1000+ maps and I'd say far greater numbers would say many maps looks worse under Lighting 2.0 than prior to the update for the few that look spectacular.

    This is really the biggest upgrade that simply makes things different but not necessarily at all better unless they are going to go thru all 1000+ maps in time and adjust them. It was a GREAT idea for console with only 2, or 3 variations of different consoles; unlike PC all we really have is something that's different and in most cases not even better.

    I'd honestly be happy to see the next major update see Lighting 2.0 retired to be honest. Looking at all the before & after's it's certainly different but far from actually being better. I admit the new glow over some console's looks nicer but if they stuck with the original with minor enhancements perhaps we'd be far further ahead. :)

    Feel free to disagree but I'd be HAPPY TO SEE everyone wish for Lighting 2.0 to be retired. :p
    Post edited by strathkin on
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  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    Romulan default bridge is WOW bright too now and... nothing holds a candle to the Vengeance bridge after the lighting changes.... even Lens Flare Abrams is cringing
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    tacofangs wrote: »
    STO isn't canon, and neither are any of the books.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    strathkin wrote: »
    Still I think Cryptic really has created significantly more work for themselves with Lighting 2.0, and while I admit things look different they are different not necessarily better... especially given all the headache's it actually introduces for PC as everyone's system is different unlike Console which is tied to 1, 2 or 3 very specific platform variations and far more controlled.

    I'd honestly be happy if CRYPTIC announce a major update to retiring Lighting 2.0 to be honest. Looking at all the before & after's it's certainly different but it most cases I call the effects a FAIL and by no means would I say better only different while ruining far more maps that we gain from the one's they actually spend specific time on manually adjusting. :)

    Feel free to disagree but I'd be HAPPY TO SEE everyone wish for Lighting 2.0 to be retired. :p


    Well, I think Lighting 2.0 has potential; but, as I expected (and confirmed by Taco) getting it right will require thousands of light sources to be adjusted manually, and that takes time, which, in Cryptic's case, means it may either never be done, or will take a great long while (or worse, they may one day just call it the day, and make 2.0 the only thing available, ready or no).

    In Second Life (there I go again), the introduction of specular lighting was spectacular; and when applied subtlely, and with grace, can really mean a world of difference. Thing is, Taco makes very pretty bridges. :) The lighting on them is often very nuanced and well-placed. The downside of that is, that now, in 2.0, things needs to look at least equally good, or it will simply be a diminishment.
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  • strathkinstrathkin Member Posts: 2,666 Bug Hunter
    edited January 2017
    Well that's what I meant... In Second Life they took their old lighting system and tweaked things with subtlety and grace to great effect. If only Cryptic leaders were only so wise we have most maps with original Lighting 1.0 except where they've taken the time to manually make enhancements like at ESD for a far better and much more consistent viewing experience. Applying a general broad stroke algorithm as at attempt to light maps really lacks quality focus... The screen shots above clearly shown it's really destroyed far more maps than have been improved.

    I'll admit most of my posts are very supportive of Cryptic, but this is one I think they messed up in a very big way!

    I like you don't think we'll see the day soon where all 1000+ maps manually adjusted... it's taken a year to get Romulan Warp Trail's removed from FED's ships... :) Sure I admit there have been a lot of other great enhancements to the game in that time; I just think the way they took on Lighting 2.0 made a lot of changes they should have avoided...

    I'd welcome Lighting 2.0 Retirement as a MAJOR FEATURE; except on maps where they took the time & quality to manually adjust lighting elements.
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  • saurializardsaurializard Member Posts: 4,404 Arc User
    strathkin wrote: »
    Still I think Cryptic really bit off a lot more than they should for little benefit except more manual work which they admit is very hard to do for 1000+ maps and I'd say far greater numbers would say many maps looks worse under Lighting 2.0 than prior to the update for the few that look spectacular.

    This is really the biggest upgrade that simply makes things different but not necessarily at all better unless they are going to go thru all 1000+ maps in time and adjust them. It was a GREAT idea for console with only 2, or 3 variations of different consoles; unlike PC all we really have is something that's different and in most cases not even better.

    I'd honestly be happy to see the next major update see Lighting 2.0 retired to be honest. Looking at all the before & after's it's certainly different but far from actually being better. I admit the new glow over some console's looks nicer but if they stuck with the original with minor enhancements perhaps we'd be far further ahead. :)

    Feel free to disagree but I'd be HAPPY TO SEE everyone wish for Lighting 2.0 to be retired. :p
    Please note I voluntarily chose the bridges that are ugly for the purpose of the thread.

    Actually, I'm quite happy with the work on Lightning 2.0, despite being very apprehensive and underwhelmed during its first stages on Tribble.

    I think a good chunk of maps are vastly improved with it, like (YMMV, of course):
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    #TASforSTO
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  • strathkinstrathkin Member Posts: 2,666 Bug Hunter
    edited January 2017
    Hey I admit ESD looks fantastic as do a few other maps... but some of those maps had a lot more manual attention given to them. The vast majority however while they are different are not necessarily better. :p

    As for your new spoilers...

    ♠ Kelvin Constitution is not stunning, it's too bright in some area's; likely old system could have been enhanced.
    ♠ I'm not particular exited by the caverns, most character faces are dark, like many maps when not directly facing light.
    ♠ Borg Cube doesn't excite me either, aside from a few bright lights, most of the map/detail is very dark/hidden...
    ♠ Embassy not about it looks really any different than before.
    ♠ Federation Starbase I admit looks Nice, but other than contrasts changing just a little different.
    - ♣ we don't see texture's that add detail to tiles, images, etc.. (not requiring a graphics updates just attention to detail)
    ♠ Drozana looks better but really the coolest element is the new console lighting.
    - ♣ perhaps the other change was Devidian & purple color disappearing.
    - ♣ subtle and effective: just wished they focused on more maps w/ manual enhancements where required.
    ♠ Next map completely too dark likely even with flashlight, including Dyson Sphere in Take Down before attacking Gaul.
    - ♣ characters completely faded in the darkness, like many NPC's not facing direct light source.
    - ♣ It occurs in the Krenim Research Station Conference room with light on NPC's back and dark faces.
    ♠ Drozana Lower Level there which was dark before, and still too dark with flashlight.
    ♠ Drozana (Early Time) again Lighting is different but I'd not say better or worse--just a change.
    ♠ Final spoiler is 'eh' so what... I guess lighting impressing me less, than the quality or detail of the objects.
    - ♣ especially given even under 1.0 many original bridges had very nice lighting effects.

    Most older map's look far better under the old system even without the glare or direct light sources. it's not like new maps, textures, or greater detail was introduced to 3D objects and those could all be done without graphics requirements changing. If people really wanted just a fresh look they could have easily adjusted brightness, contrast, hue, saturation, or so many other things to give older maps a new look.

    All this has done is require new graphic requirements for a little bit of light often in the wrong place, it does not introduce more detailed artwork as that could have been done under the old system. I still think it's destroyed far more than it's enhanced by a WIDE margin.

    IF only they had used the Subtlety & Grace to make a manually changes to a few maps slowly over time this would have been a massive success. Lighting 2.0 is a massive FAILURE in my books. I've been extremely supportive of Cryptic in almost every post, but this and it's not likely going to win me any favors but still needs to be said. :p
    Post edited by strathkin on
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    strathkin wrote: »
    Hey I admit ESD looks fantastic as do some other maps... but some of those maps had a lot more manual attention given to them. The vast majority however while they look different are not necessarily better. :p


    ^^ This. And brighter isn't necessarily better, either.
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  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    meimeitoo wrote: »
    tacofangs wrote: »
    There was no way we could manually light 1000+ maps in the time allotted to get 2.0 in place. We didn't use a "2.0 Converter" but we did use some tricks to pass lights around the game without having to do it all manually. Namely, we attached lights to objects, so that anywhere the object "Big_Bright_Light_01" showed up, there was an actual light attached to it. That worked to propagate the lights around the game, but in "Darkly_Dark_Map_16", "Big_Bright_Light_01" is placed, even though the map is dark. So now, that usually dark map is brightly lit. In other places (namely bridges that have lots of one off custom geo), no lights were attached to the objects, and so the bridge map remains darker in 2.0.

    Admittedly, it was a somewhat ham-fisted method to pushing new lighting into all corners of the game, but there was no way we could feasibly do it all by hand in such a short time.

    Why, that was quite 'illuminating' (pun intended). But yeah, adjusting a 1,000 light sources manually will take time.

    It's not even just 1000 light sources. It's 1000 maps. Each of which has between 1 and several hundred lights on it.
    nimbull wrote: »
    Might want to take a look at the kobali bridge. I noticed it was a lot different when I was leveling a new engineer on it the other day. Didn't bother me much but it was like night and day compared to the first time I looked at it before the new lighting.

    I can take a look, but please keep in mind that DIFFERENT is not the same as WORSE. While we've done our best to replicate the feel of the previous lighting on a map, it is not possible to 100% replicate it. Some maps WILL look different between 1.0 and 2.0. That doesn't mean that 2.0's lighting is BAD, it just means it's different.
    strathkin wrote: »
    Still I think Cryptic really bit off a lot more than they should for little benefit except more manual work which they admit is very hard to do for 1000+ maps and I'd say far greater numbers would say many maps looks worse under Lighting 2.0 than prior to the update for the few that look spectacular.

    This is really the biggest upgrade that simply makes things different but not necessarily at all better unless they are going to go thru all 1000+ maps in time and adjust them. It was a GREAT idea for console with only 2, or 3 variations of different consoles; unlike PC all we really have is something that's different and in most cases not even better.

    The lighting system is unquestionably better. It allows artists MUCH more control, and gives us much more to work with. We've been fighting against the constraints we had previously, since City of Heroes. 2.0 opens worlds of possibility.

    But, trying to retrofit that into an existing game is not a simple thing. We've done our best to keep old maps feeling the way they did before. That, by its nature, means that we weren't trying to IMPROVE those maps. There was no other way, given the tight time constraints to implement 2.0.

    However, at this point, with 2.0 out, and the vast majority of maps updated to at least a base level, we artists can start actually taking advantage of the system, and I think you'll see those benefits in upcoming maps.
    strathkin wrote: »
    I'd honestly be happy to see the next major update see Lighting 2.0 retired to be honest. Looking at all the before & after's it's certainly different but far from actually being better. I admit the new glow over some console's looks nicer but if they stuck with the original with minor enhancements perhaps we'd be far further ahead. :)

    Feel free to disagree but I'd be HAPPY TO SEE everyone wish for Lighting 2.0 to be retired. :p

    You're welcome to wish as you please, but 2.0 is not going away.
    Romulan default bridge is WOW bright too now and... nothing holds a candle to the Vengeance bridge after the lighting changes.... even Lens Flare Abrams is cringing

    There has been an issue with the lens flares on the Vengence bridge with 2.0. That's been sorted out. They should no longer be drawing through walls. But we also can't draw all of them at once. So it'll draw the ones nearby instead of everything.
    strathkin wrote: »
    Well that's what I meant... In Second Life they took their old lighting system and tweaked things with subtlety and grace to great effect. If only Cryptic leaders were only so wise we have most maps with original Lighting 1.0 except where they've taken the time to manually make enhancements like at ESD for a far better and much more consistent viewing experience. Applying a general broad stroke algorithm as at attempt to light maps really lacks quality focus... The screen shots above clearly shown it's really destroyed far more maps than have been improved.

    That is overly broad, and pretty much wrong. There are 1000's of maps. There are a handful that have been made worse in 2.0, because they slipped through the cracks of the method of distribution we used. They will get fixed up.

    For the rest, I will again say that looking different is not the same as looking bad. Right now, you have people complaining that ESD isn't completely blue inside anymore. I think in a year or two, you'll look back at old screenshots of ESD and cringe. But right now, people are used to what they're used to, and something changed. People don't like change, and it takes them a while to adapt. That's the period we're in now.

    Honestly, if the majority of the game stayed looking roughly like it was, and a handful of maps look worse, but I now have many more options for lighting things in better, more interesting ways, I am 100% ok with that.
    strathkin wrote: »
    I like you don't think we'll see the day soon where all 1000+ maps manually adjusted... it's taken a year to get Romulan Warp Trail's removed from FED's ships... :) Sure I admit there have been a lot of other great enhancements to the game in that time; I just think the way they took on Lighting 2.0 made a lot of changes they should have avoided...

    I concur. You will not see the day anytime soon, where all 1000+ maps have been hand touched up by an artist. But I also think that's perfectly fine. There are many maps where the auto upgrade worked fine, and they don't need much of a change. There are also many maps that look essentially the same as they used to, and if you sent an artist in, they'd change it all up. (that's kind of what we do).

    strathkin wrote: »
    I'd welcome Lighting 2.0 Retirement as a MAJOR FEATURE; except on maps where they took the time & quality to manually adjust lighting elements.

    That's not how this works. You don't get to pick and choose where 2.0 is. It's either everywhere or nowhere. And we're not ripping it out.
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  • bcwhguderian1941bcwhguderian1941 Member Posts: 804 Arc User
    Hey Taco, if you sit in the Tullfi freighters captains chair, your looking at... nothing, its all so dark. The rest of the interior is fine. For what its worth, I think the overall new lighting is very well done. :)

    BCW
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