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Getting the Colors Right - Looks Dark on Your Monitor but Too Bright on Someone Elses

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  • replied
    Just go with defaults and stop messing with settings and you will have no problems!
    ... you know, "The Way It's Meant To Be Played!"

    Especially for all you who have to play every tom, d!ck & harry game out there you never going to be happy with your settings from 1 game to the next!

    Default FTW!
    Attached Files

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  • replied
    Something important that many folks do not account for is properly calibrating your monitor. It's something that has immensely helped with my graphic design work. Windows has a basic tool built in to help, but it might be worth finding a more professional tool as well.

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  • replied
    more brightness commands please! r.exposureoffset doesn't seem to exist now?

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  • replied
    Originally posted by raxxy View Post
    X
    X = a number, including 0.5, etc.
    Sweet dude, Thanks.

    r.exposureoffset -1 is perfect now!

    Is there maybe a list of these commands, and their usage, that we can experiment with?
    Last edited by Petezzzz; 12-28-2014, 08:45 AM.

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  • replied
    Originally posted by Petezzzz View Post
    Maybe a primitive Gamma/Brightness slider can be added for a better testing experience.
    r.exposureoffset X

    X = a number, including 0.5, etc.

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  • replied
    have you taken a look at the lightning-example.umap? Some good base values there.. for everyones taste.

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  • replied
    Originally posted by Raste View Post
    It's not representative of the final product.
    Thanks Raste.

    We all know it's pre-alpha, just saying what I am experiencing, that's all.
    No need to reminded us of this every time we give a bit of feedback .

    Maybe a primitive Gamma/Brightness slider can be added for a better testing experience.

    E8400
    4Gb
    GTX650Ti
    W7-64
    Playing Unreal since Unreal

    Thank you all for the opportunity to take part in this development, BTW!
    Last edited by Petezzzz; 12-25-2014, 06:56 AM.

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  • replied
    Originally posted by Petezzzz View Post
    UT4 (or whatever this is called) is very bright on my system. Both the maps and weapons. Haven't found any gamma settings in the options yet. Sometimes I feel like I'm playing Warsow.
    The maps are designed with placeholder lights. It's not representative of the final product. It's more to be able to see correctly and test the shell maps before they undergo art passes

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  • replied
    Originally posted by WHIPperSNAPper View Post
    Getting the Colors Right - Looks Dark on Your Monitor but Too Bright on Someone Elses
    UT4 (or whatever this is called) is very bright on my system. Both the maps and weapons. Haven't found any gamma settings in the options yet. Sometimes I feel like I'm playing Warsow.

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  • replied
    In UT3 times I had 2 PCs one with ATI and one NVIDIA. Those cards had different brightness of my map on same monitor. Also lighting of your room makes huge difference, try same map on bright day and at night with only dim lamp. It is kind of dangerous to make dark or bright maps, better stay in middle.

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  • replied
    Unless you are using the same monitor you were using 10 years ago when you made the map, the problem is most likely not the monitor settings. You should be able to easily test this with a couple of spare monitors.

    The real problem is more likely in your subjective experience of color versus other people's subjective experience of color, and that isn't something that can be easily remedied unfortunately.

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  • replied
    Originally posted by cafe View Post
    I think they should look clear and visible with default settings. Getting feedback will generally help you determine if your map falls in line with the brightness and clarity of other maps. Basically, each player will customize their game to their own liking, but you should try to make your map have similar brightness settings to most other maps.
    Agreed here. Usually you never get the light right straight away. It takes iterations and feedback until you get that proper lighting. That's why it's so important to have players give feedback on the current shells, both official and community made.

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  • replied
    Originally posted by WHIPperSNAPper View Post
    Years ago I made a map that I thought looked great on my end. Then later I started getting feedback about how it was too bright for people. How do you get around the problem of a map looking great on your computer's and your monitor's settings but then being way too bright on other people's? Do you assume that everyone has the Gamma maxed out when you select your textures and do the lighting?

    http://www.unrealplayground.com/foru...o=file&id=2459

    Yeah, I thought it looked great, but apparently those saturated colors were far too bright for people. I thought they would look the way they looked to me when I made the map.
    I think they should look clear and visible with default settings. Getting feedback will generally help you determine if your map falls in line with the brightness and clarity of other maps. Basically, each player will customize their game to their own liking, but you should try to make your map have similar brightness settings to most other maps.

    Leave a comment:


  • Getting the Colors Right - Looks Dark on Your Monitor but Too Bright on Someone Elses

    Years ago I made a map that I thought looked great on my end. Then later I started getting feedback about how it was too bright for people. How do you get around the problem of a map looking great on your computer's and your monitor's settings but then being way too bright on other people's? Do you assume that everyone has the Gamma maxed out when you select your textures and do the lighting?

    http://www.unrealplayground.com/foru...o=file&id=2459

    Yeah, I thought it looked great, but apparently those saturated colors were far too bright for people. I thought they would look the way they looked to me when I made the map.
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