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Moodier lighting for the station.


MattAtlas

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Posted

Adding alternate options to the stations lights might help ; In the Lighting Controls console, having it be like...

Bright Mode

Regular Mode

Dimmed Mode (the one suggested here)

Night Mode (whatever this would make night mode look like)

 

and then

White Lights (Regular lighting)

Red Lights (For emergencies?)

Green Lights (For rad storms?)

Yellow Lights (For biological alerts)

 

You could add just the SMALLEST amount of color to the lighting with each change and it'd change the mood a lot. Adding like 20 red to the lights will change the mood to be more violent. I think this suggestion is also more customizable and modifiable for future additions.

@MattAtlas

 

Posted

This doesn't feel that moody, and I feel like it's something you'd just forget about after a few rounds; it's like adjusting your screen brightness. I think we can just use more red lights like maintenance for, well, 'maintenance' or engineering-focused zones.

Both the Tesla and SM Engine rooms should be red bulbs and tubes by default imo, to give an appropriate sense of 'Woah, this is something that can easily fuck up and ruin the station!' for the dangerous work engimains do at the start of every round. And for the average crew member, stepping into those red-lit rooms could make them more...cautious.

Yellow lights (diluted) could be for a bureaucratic look. Done well, it's not jarring from white, but keeps a weirdly fake-sterile tone.

Green can be exclusively for medical wards.

Posted

Made some modifications following Danse's suggestion. I added the light randomization. Here's what the new hallway looks like. Notice the different lights in robotics.

immagine.thumb.png.c763bb939d8c7d77b62edae8b0eade8c.png

 

Additionally, I made it so that hallway lights become red on code red. Examples:

immagine.thumb.png.aa950e3d2ff214f8b976da9b96373fae.png

immagine.thumb.png.ab4181e63b802b33ef320bbc62ad227c.png

immagine.thumb.png.80908c451905aa68faa55485d81d6629.png

Surface is basically all red because it's a giant hallway.

immagine.thumb.png.8697ada80a6d1d599184e82efa30e67a.png

Posted

Echoing the last two replies by saying that the most recent screenshots sold me on this. I would like to see this tested out in the very least

Posted (edited)

The "everywhere red" looked a bit too much for Red alert, but the red hallways look amazing +1. Can we get FULL red lighting for Delta/Scuttling?

Edited by Happy_Fox
Posted

Okay, code red looks like a genuine emergency now, so that's pretty neat.

On another note, I'm not sure where this idea suddenly came from, but when combined with the default, non-code red implementation, how would slightly boosting the brightness of wall-mounted objects(newscasters and the like) and/or consoles look? Instead of darkening across the board, it gives the map a bit more of a striking contrast and a splash of color as well.

Posted
Just now, Happy_Fox said:

Can we get FULL red lighting for Delta/Scuttling?

Possible, although maybe a different color would be good? Orange or blue?

Posted
Just now, ImmortalRedshirt said:

how would slightly boosting the brightness of wall-mounted objects(newscasters and the like) and/or consoles look?

Good idea. I will test this out shortly.

Posted

The light randomization looks much better. It's not as oppressive as the full-brights while still being easy on the eyes and not eating up all the colors.

Posted
19 minutes ago, MattAtlas said:

Possible, although maybe a different color would be good? Orange or blue?

I think orange would be the correct choice, since blue would have connotations with code blue or the brief moment where we're in bluespace on the horizon.

Posted
31 minutes ago, ImmortalRedshirt said:

how would slightly boosting the brightness of wall-mounted objects(newscasters and the like) and/or consoles look?

immagine.png.adcf18b8e5246a7197a59515ef7208f7.png

immagine.png.aa541fa0f6780bba93e6fab8875af2d4.png

immagine.png.e7ba4bc77bb964794cbf68b3faf6e609.png

immagine.png.8a0937a003533339bf2eb8560e1c3247.png

Posted

would it be possible for the lights to slowly pulse between red and normal color for evac/delta, maybe? Not too fast to cause eye strain from flickering lights but to give a nice effect.

Posted
1 hour ago, greenjoe said:

would it be possible for the lights to slowly pulse between red and normal color for evac/delta, maybe? Not too fast to cause eye strain from flickering lights but to give a nice effect.

Maybe on the light tube itself, but not as actual lighting.

 

1 hour ago, Butterrobber202 said:

While we are talking about lights & their ambience. Do you think its possible to have lights around the station/ship flicker when a sufficiently large explosion happens?

Don't think it's worth the performance overhead.

Posted

Very big fan of the code red lights. I would also consider re-adding the code blue lights, but making the tint much more subtle. Also happy we have the light randomization, I think getting rid of 100% white lights is absolutely a step in the right direction.

image.thumb.png.1459eeeae5c72e1eeddb422eb45d2791.png

Posted
49 minutes ago, DanseMacabre said:

Very big fan of the code red lights. I would also consider re-adding the code blue lights, but making the tint much more subtle. Also happy we have the light randomization, I think getting rid of 100% white lights is absolutely a step in the right direction.

 

Decided against it because we're on code blue very often.

Posted
9 hours ago, MattAtlas said:

Don't think it's worth the performance overhead.

Could it just happen on the light tube itself, rather than the actual light level flickering? A visual que that something exploded when out of range of the audio would be cool.

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