Do you like light coloring with hue/saturation?

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RGB or hue/saturation to control lighting?

  • Hue/saturation

    Votes: 6 85.7%
  • RGB

    Votes: 1 14.3%

  • Total voters
    7

bobtheking

Monkey in a bucket
Dec 1, 2001
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its been so long since i realized i'm a ****ty mapper that i can't remember what the third parameter is, but thats besides the point. do you like hue/saturation? or would you rather have RGB?
 

Bot_40

Go in drains
Nov 3, 2001
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Well, I don't really know which would be better, since I've only ever used Hue/Sat, so that's just the one I'm familiar with. (And most other people here will prolly think the same)
The 3rd option is brightness btw :p
Anyways, I think in unrealed there's the option of using a colour picker so you can use rgb values if you really want.
 

bobtheking

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Dec 1, 2001
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oh yeah, forgot about the color picker. my object editor doesn't support anything (such as a button for a color picker) on other than the current property being edited, so i can't do that. i just remember it being a pain in the ass finding the hue that i needed.
 

LoserMan

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Mar 1, 2003
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I prefer hue/sat/bright. With RGB if you think a light is too dim, you have to change all 3 values, whereas with HSB you merely alter the brightness. This is true for the other properties, if you feel the color is off on a light, you can change the hue, and the brightness and saturation hold constant, if you're using RGB, you have to alter all three values, and it's more difficult to get a different hue that maintains brightness and saturation.
 

bobtheking

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Dec 1, 2001
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i was thinking about that, and i thought i'll just make the brightness the alpha, so it multiplies the RGB by the alpha before using it, in calculations for lightmaps anyway. alpha can still do some nifty stuff with only an alpha light in realtime.
 

bobtheking

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Dec 1, 2001
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of course, i've abstracted almost all of the light setings in d3d and opengl. attenuation, range, inner cone, outer cone, cone falloff, diffuse and specular color, ...