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Monday, December 31, 2018

This Week in GameGuru - 12/31/2018

Well I hope you all enjoyed your Holidays. Here in Pennsylvania my family had a great Christmas together.  It was nice to see family I'd not seen in a while.

With that, I skipped last week for the Holiday and am back to provide you with your regularly scheduled updates on GameGuru!

Official GameGuru News


The most recent update was here: https://www.thegamecreators.com/post/gameguru-buildings-pack-dlc-updated

Specifically this update fixes some geometry issues with the buildings pack, which many of us received as compensation for our earlier donations to the FPSC:Reloaded project. This is the first release of fixes done by Graphix and it looks pretty dang good.  Like we're finally going to see some forward progress on some very old models that brings them up to a more reasonable standard. 

It sounds like they'll be dialing back on the regular DLC updates for now as it seemed the general consensus was that it was getting out of hand.

What's Good in the Store


A note to store sellers - recently stricter guidelines have been implemented for large media images. You can get the full details here: https://seller.tgcstore.net/doc/marketing-advice

Teabone has been... really busy over his holiday.  Color me impressed.

Some of these are some fantastic scripts, notably the dynamic water droplets and weapon hud wheel.  These are good bits of code and I'm totally in for buying access to them... once I pay off the Christmas gift bills.  That said, he does sell his scripts as a pack for a low price: https://www.tgcstore.net/pack/11056

Also on the store this week Gtox put up a model that initially looked so-so but having watched the video I have to say the attack animation is great.  It happens akin to a jump scare so it's a fairly unique entity.


You can get a copy or watch the video here: https://www.tgcstore.net/product/32267

A seller named simply 'ThatModelGuy' put together a pretty nice looking fast-food style booth.  I have several of these but I have to say this one is a nice build with a very good looking model that fits cleanly.


It's on sale for a dollar here: https://www.tgcstore.net/product/32266

A new composer has placed his works on the store and there are a substantial amount to look at.  Take a look at his artist page here: https://www.tgcstore.net/artist/87213

Free Stuff


https://forum.game-guru.com/thread/217932?page=12#msg2610108 - Graphix put together a great road barrier with an animation for those interested, he also created a full download of every model he's ever done in one easy link here: https://forum.game-guru.com/thread/217932?page=13#msg2610187

Honkeyboy made a map massively larger than the basic map and there's some interesting stuff in this thread about how to make it function properly.  https://forum.game-guru.com/thread/220345

Bod made a pretty sweet radio for download: https://forum.game-guru.com/thread/215012?page=18#msg2609928

JPH-Games made several building packs for christmas, however there's no zip link so... I guess we'll circle back on this one.


Third Party Tools and Tutorials


How to use Graphix's explosions: https://youtu.be/ngkAqtBN_mM



Tarkus1971 put up his own site with media: https://forum.game-guru.com/outbound?url=https%3A%2F%2Fexigentsounds.co.uk%2F

Random Acts of Creativity (WIPs)

 

De-tachment by "SuperMasGamer" looks promising but lacks any gameplay videos, only has a few cutscenes and promo reels cut.  Check out the pretty well put together cutscene here: https://www.youtube.com/watch?v=4fMPyHGv_Yg

In My Own Works


The book is in the fun phase, the point where I send it to proofreaders and my personal editor to clean up and revise.  I also get to re-read all 135k words and fix any glaringly obvious mistakes, reorganize, and the like.  The content, however, is essentially done.  I also got good news from someone with respect to building weapons so I'm hoping I can have those added in time for the game itself to be included with it by June. From a content standpoint though, I'm essentially done!  I did a huge amount of research over the past few weeks for how to use the model importer, learned quite a lot about it.  Surprising how much power is actually under the hood when you take the time to learn about it. 

Monday, December 17, 2018

This Week in GameGuru - 12/17/2018

This week has a lot of updates to cover.  Let's get started! First a quick reminder that I am not an employee of TheGameCreators (TGC) and as such this opinion piece does not reflect their views. This is entirely a piece based on my own findings. 

Official GameGuru News


So first off, there's the rather beautiful 'Cold War' pack.
A few weeks ago we were offered a preview of the asset list for this one and I have to say it looked really gorgeous.  The demo picture on the above link is also fairly compelling.  I'd say of the recent DLC releases, this one is my favorite.  That said, there's a few things I've picked up in 'chatter' from various model artist friends of mine as I've been slogging through the forums and discord.  Apparently there's some optimization that may need done on this pack and the author was notified of this.  I'm hoping we see that but in the meantime if you notice any performance issues with it, make sure you bring them to TGC support's attention.

Next up with respect to the other PBR updates that have been rolling out regularly, there have been some complaints about how they have come about on the models.  In many cases, people are finding that it's just not sufficient to add PBR to a very old model.  GraphiX demonstrated this on a forum post:


The left is the improved model while the right is the post-PBR update model. Apparently model smoothing groups needed changed, though I'll admit that's a bit above my head from a modelling standpoint. 
Regardless, even a casual user can see a substantial difference. So substantial that lee went and replied on the matter in a way that I can honestly say was very refreshing.  I'd love to see more communication and direct interaction with the community like this:

https://forum.game-guru.com/thread/220318#msg2609579

Take some time to take a look at this post and really process it, because it means a lot.  First he acknowledges the problems and then says he's going to create a new donation bucket and dump the remaining ones to pay for Graphix's fixes.  The new donation bucket will be for updates.  Make sure you re-update your donations to help support the non-TGC members!


So there we have it.  Definitely some steps in the right direction.  I know a few people are perpetual pessimists in this community and I really can't blame them - but I will personally say I've seen more change this year than I've seen in the last five.

What's Good in The Store


Well let's start with something pretty fantastic  - a release by Slaur3n called 'Santa and the Evil Snowmen'.  It's a really impressive minigame (single level) designed completely in GameGuru.  You don't need GameGuru to purchase it, just a TGCstore account.  It's available for a reasonable price on the store ($2.50).

You can get your copy here: https://www.tgcstore.net/product/32204

Also we've got even more work by Lotgd (aka Friskon) .. I have to say this one is probably one of his better ones and it's criminally cheap - animated maggots for corpses.  This is one you need to watch the video to get the full effect.  The video can be found here: https://www.youtube.com/watch?v=ol3v6xWSYyo


Now available for 30 cents in USD: https://www.tgcstore.net/product/32211

M2Design has put together a background set of ruined buildings which are fairly efficient poly-wise but still have high end textures if you want to showcase them up close.  You can find the entire pack available for a reasonable price here: https://www.tgcstore.net/product/32210

Third Party Tutorials and Tools


Cybernessence made a modification to the core PBR shader that allows you to completely disable the sun for indoor scenes.  I tested it among many others and it seemed to work brilliantly in that regard.  Instructions on installation and usage can be found here: https://forum.game-guru.com/thread/220297?page=2#msg2609391

M2Design put together some really fantastic instruction on fixing his transparencies for glass which has always been a sticking point for modellers with GameGuru.  Instructions are found here: https://forum.game-guru.com/thread/220333#msg2609551

There's a pretty good discussion going on about importing MakeHuman characters into GameGuru.
https://forum.game-guru.com/thread/220299


Free Stuff


This week in Free Stuff we have: 
Lotgd (the maggot maker from above) made a free Christmas set.  Should be fun to play around with and hey, you don't have to pay for it so that's always nice :)   Get your copy here: https://forum.game-guru.com/thread/220313#msg2609322

There's a glowing sphere here: https://forum.game-guru.com/thread/220314

Graphix and Amenmoses have brought back the Piano: https://forum.game-guru.com/thread/217932?page=12#msg2609296

And I have to say my favorite of the Free Stuff this week was from Lafette II with his Chinese Christmas object pack.






You can get your copy here:
https://forum.game-guru.com/thread/220328

Random Acts of Creativity (WIPs)


Bonesy has been doing more work with his CyberFi game - I noticed one of the skies looked familiar, turns out it's one of my old HD Space Skies :)

Looks like he added a face to the HUD as well.  While the palette hurts me a bit, I have to say his dedication to plodding forward on his project is exactly how things get done.  He just keeps chipping away at it and it's coming along great. 

Duchenkuke continues to wow with his Metro-style game that I am personally very interested in seeing come to completion - keep cracking man - you're doing fantastic! Video available here: https://www.youtube.com/watch?v=By13-y6bFwk


Defy put out some pretty impressive NPC behavior.  He's gotten pretty good with making the characters in GameGuru perform specific tasks and it shows:

There's a video available, of course, it appears to be related to 3rd person over the shoulder game:
https://www.youtube.com/watch?v=o1NCzsUa7f4

Last up we have some screenshots from PirateMyke's work.  This latest stuff is pretty sweet looking and he is really dialing in his lighting:



I have to say, some of these projects are looking like they are really firming up.  The work going on here is fairly inspirational and I'm looking forward to be able to work on something myself (once the book is done).


In My Own Works


So obviously I had this huge update to do, but I've also been having a blast in my weekly tabletop game campaign.  I used to update the blogger page for it but I simply ran out of time.  Regardless, the players absolutely trounced me this round but that only makes the GM (me) want to make it tougher for them :) 

Beyond that the book is coming along, despite the difficult subject matter.  Big special thanks to AmenMoses for being available for my incessant questioning.  He's been extremely helpful for me to get a solid understanding of Physics and Particles as they are implemented by GameGuru.  After this I have the unenviable task of reading through this immense tome and fixing all the minor errors, then reorganizing the book more logically.

It's going to be a massive undertaking that will probably go on through at least the first few weeks of the year.  I'm also going to need to take approximately 130 pictures for the book, which is... also fairly daunting.  Thankfully most of it is fairly straightforward stuff like GUI icons and what not. 

Still, writing a technical walk through book like this is not for the faint of heart.  I'm looking forward to it's impending completion and subsequent release!

Monday, December 10, 2018

This Week in GameGuru - 12/10/2018

Welcome back to another busy week in the GameGuru community.  Let's dive right in!

Official GameGuru News


This week saw another model kit update - specifically PBR getting added to some of the collectibles and minor doodads of  the Sci-Fi kit. I did notice, however, they are still using the Red Cross on the collectible for the heathkit.  This is considered a no-no in the GameDev community since it violates the Geneva Convention for using the international symbol of the Red Cross.  I brought this to TGC's attention and while no comment has been given thus far on it I'm certain they will take quick and decisive action to remedy this.



As we enter the traditional holiday cycle, don't be surprised to not see any major code releases or updates done for a while.  I've noticed we tend to get 3-4 major releases a year and the most recent one will probably hold us for a while, likely until March or so. In the interim, it appears they are content to continue pushing Add On content and updates.  It can be frustrating for users who want to see steady and complete refinement of the core product.  Well hey, at least it's consistent, right?


What's New in the Store


Recently a TGCStore seller's discord was added.  If you need access, contact 'TheNext' on the regular GameGuru discord.




Not a lot of brand new stuff, though it seems the cartoon-style assets are really taking off.  I like how they look though I worry it's going to saturate the market a bit.  Still, Reliquia and Belidos both are providing really quality stuff you can find right off the main store page.

There's also a creepy Nun and an 'abomination' by Gtox.  
 

Free Stuff


In 2016 , there was a great bit of 'Christmas Giving' done at Wolf's signalling.  I have to say, it was a nice sentiment and I would love to see more of that.

In the meantime, enjoy this 'free little alien'.

If you're looking for Wolf's Christmas Advent Calendar of free stuff from 2016, check it out at this link here

Third Party Tools and Tutorials


Well foremost it appears that Epic games is positioning themselves as an indie gamedev marketplace.  This is huge news and deserves some praise.  Steam is a great platform in a lot of respects but the 30% right off the top is pretty brutal for many involved.  Epic is offering a digital platform with 12% costs, but get this - if you use the Unreal engine then the traditional 5% for using that engine will be deducted from the 12% they take.  So you in reality are saving money by using their engine on their platform.  Pretty brilliant marketing though they'll need more than that to defeat a monster as big as Steam.

Also it appears that SegmentAutoWelder (an FPSC conversion tool for GG) is repaired.  You can get your updated copy here: https://forum.game-guru.com/thread/220102

Random Acts of Creativity (WIPs) 


Well, interestingly enough as work slows down on the engine, work picks up on people's projects!  Lots of interesting screenies for this week for you.  I hope I caught them all!


Mstockton's in development PBR Assets

Bonesy continues work on his Sci-Fi Shooter

DuchenKuke is putting out some fantastic Metro:2033 style screenshots

Len the man continues to show us how simple methods produce great results for cutscenes

VincentHendricks made this great scene using some dynamic lights set at the right coloration!

Friskon - Lotgd made this bizarre gif which sort of boggles and fascinates simultaneously!

As you can see, there's a lot going in in the community. I'm still waiting for a serious game to show up, something that can really knock the socks off other communities out there.  I think if guys like Duchenkuke can keep working at it, they'll eventually release something incredible.  It just takes perseverance, some tolerance for GameGuru's nuances, and a steady hand.

Beyond that we're seeing some amazing work by the other devs who contribute code wise.  Check out some of the latest works of Graphix and Amenmoses - their particle system now has physics effects!

T-bone is working on stealth mechanics similar to what you find in the old Thief games: Video Here

Amenmoses has made some huge advances to his 'pickuppable' scripts.  Notably now you can actually use them to throw and injure enemies.  Check out the video of it here: https://vimeo.com/305258044

In My Own Works


This week I didn't get as much done as I'd like. The last mile here is proving somewhat difficult as I saved all the more dangerous or difficult tasks to cover for last.  This means particles, physics, advanced engine tricks like camera control - all of that is a bit daunting to write and a lot to research and test.  It'll get there though.  The trick is to just keep plodding inexorably forward.

Monday, December 3, 2018

This Week in GameGuru - 12/3/2018


Official GameGuru News

 

This week a new DLC pack was added, the 'abandoned apartment' which looks fairly well put together.  This is about the time of year when Lee & Company tend to disappear for a bit as they go on holiday so don't be surprised if this section doesn't get updated much.  Besides, we still have a lot to unpack from the last major release that happened just this last week! I personally found some difficulties managing my colors for DNIS textured objects.  Something shader related, I'm sure.  Guess we'll just have to see how it bears out.


What's Good in The Store

 




LOTGD has been extremely busy adding several well priced models.  Some do some very interesting things such as shoot cannonballs that can kill or injure a player.  It's worth a look for the price he's asking.

Tarkus1971 has an 'Best of 2018 music pack' available which I have to say is totally worth the $19.99 price of admission (it's on sale currently from @24.99)  as you get 31 top quality background tracks for that price. Even at full price, that's like 80 cents a track!

AlexGCC added some decent looking tools.

Graphix made a nice grenade though I can't tell if this is a weapon or just a set piece.  So I'd say assume it's a set piece until you hear otherwise.

Third Party Tools and Tutorials

 

This week we got a pretty good discussion on modification of explosions along with a really great replacement decal that's completely worth getting at this forum link:  https://forum.game-guru.com/thread/220232?page=2#msg2608878

And also we've got a really great set of tutorials from KarmaComposer on how to use the S2 building generator (assuming you have S2 Engine, a third party product) and the building generator (A $20 addon) to export and import into GameGuru.  If you're of a more serious bent for creating GameGuru projects this one cannot be ignored.  It's a fantastic two part video.  You can catch them here:

Part One
Part Two

Free Stuff


Nothing really stands out this week as MaiaCombra made something that I won't put here as I don't feel it actually looks any different than some of the stock graphics.  But that said, if you are interested you can find a link to it here:
Please note that it's got a pretty interesting tutorial linked to it that's a bit older but still pretty impressive and good to know: https://forum.game-guru.com/thread/217933

Random Acts of Creativity (WIPs)

 

Warning - get ready for a wall of text.  There's a massive load of updates this week!

Openload is working on an inventory system that should make a pretty awesome system for those interested when it hits the store: https://www.youtube.com/watch?v=aQmr9yE-PbI
This is due to his current project, 'Memory of Hedolan' which has seen some new updates.  Per a message to me he advised me he's done the following:
"Modified the game map to make it lighter. Created the inventory menu with attached a crafting section (creation of potions, arrows, etc.) Created the soundtrack of the game and soon other songs coming soon."
So lots of updates on that one.  For now, here's a screenshot:


Graphix put up not one, not two, but THREE videos of various particle effects involving water.  Check them out here:  (1)  (2)  (3)

PirateMyke updated his operating theater here:

Schneeky is still working on his Medieval piece called 'The Legend of Sir Schn33ky'.  I'm not so sure about this one but it's looking like it's coming along well enough.

Might want to rework the title so it's not "LOSS" though.
Mookai has the obligatory Zombie Christmas Shooter on the way:
Which admittedly has better than average level design and lighting. Shadows aren't quite right though so he's probably going to need to tune that a bit.

Wolf posted some FANTASTIC screenshots (as per his usual) on his Acythian update thread.
These are the must-see project shots of the week I'd say:



Seriously, click the link and check out all those gorgeous pictures.  Now THAT is some quality lighting.  Something to aspire to for the rest of us, right?

Lastly (I hope?) is HellreaperX's 'Death house of Barker Creek'.  This title has some promise but needs polish.  He's updated some of his original levels so check out what he's got here at this thread:
https://forum.game-guru.com/thread/219542?page=1#msg2605095

In My Own Works


This week has been strenuous.  I've had a ton of actual work with my day job but did get the time to have AmenMoses preview my Lua chapters of my book.  While the writing style of 'chatty and casual' isn't his speed he had some good inputs and mostly aside from some things I expected it came back fairly positive.  Last week had some minor touch ups coupled with  some serious work (after much gnashing of teeth, let me tell you) on the "Advanced Engine Tricks" chapter.  This is one I've been avoiding for months and it felt good to finally knock out the section on the setup.ini file and also the one for the settings.fx file.

I also released that tutorial on Lighting which required a few touch-ups.

This week will be me working on getting particles squared away so I can discuss them in the book in depth.  After that I have to do some physics work with a final bit on making my FPE file information up to date and accurate for the appendix.  It's a lot of work but I'm ahead of where I thought I'd be a few months ago by this point so all in all I'm very satisfied with where it is.

Monday, November 26, 2018

Lighting Part 5: Super Advanced Lighting in GameGuru

This is part 5 of a long running series on lighting techniques in GameGuru.  It's advised you read the previous four if you haven't already so you have some fundamental understanding on lighting techniques used up to this point before taking this on.
Seriously advanced lighting (aka lighting, part four)
Advanced lighting, (aka lighting, part three)
GameGuru interior lighting (aka lighting, part two)
GameGuru Lighting Lesson (aka lighting, part one)

extra credit, Wolf's lighting thread: https://forum.game-guru.com/thread/219206

I should mention that this work has taken me a considerable amount of time and is of significant length.  Please take the time to comment on it if it's beneficial to you!

Before I begin

Obviously I've been busy with my book.  Much of these posts will be revisited in the book itself in varying forms, but I was going through my old data and found this post I literally wrote a year ago and I feel a fool for having never actually posted it.
Hopefully it's not a question of too little too late and that many of you can find some use from it. Be aware the book has about 3x the amount of information on GameGuru lighting

Illumination mapping


I've discussed illumination maps in the past, though not in any great detail.

An illumination map is an interesting addition which is, in my opinion, underutilized in Game-Guru games.   Effectively it is an additional step beyond to add luminosity to your levels. Take for instance this screen:

fs1
Courtesy of: https://blog.3dexport.com/making-of-final-stand/

Add an illumination map (which is simply a copy of the 3d model's texture with the bright spots lit up in white and the rest in black, renamed to texturename_i.dds):

fs2
Yes, this is my hackneyed attempt to make a point.

And you get this amazing difference in visual fidelity:

fs3
Courtesy of: https://blog.3dexport.com/making-of-final-stand/


What's important here is that while as of this writing Game-Guru lacks an 'emissive' lighting system such as Unreal/CryEngine has, it does however have a certain little bit of fudge.

emission example
Left - regular texture, middle - illumination mapped, right - emissive lighting
Emissive lighting is effectively self-illumination mapping which also spreads to the environment.

Bright lights really cause a sort of bleed-over with the bloom shader built in.  So if you put illuminated lights in and you turn up the bloom it gives the IMPRESSION that they are giving off light (note, this WILL EAT SOME FPS):

emissive fakery
From my lighting tutorial #3


Now at some point I wanted to  see if I could control the level of brightness in a game-guru illumination map.  Unfortunately it doesn't appear to have any granularity to it.  I had expected the ability to control 'how bright' something was, but alas it's either completely on (255/255/255) or completely off (anything else).  So be aware that when you're using your illumination mapped objects you need to go with an all or nothing approach.

Updated 11/27/2018 - Per Wolf this has been changed and it DOES function with gradients on the illumination map!
It's a fantastic find and I'm really happy to see it's functioning. He's also provided some great screenshots below.


As you can see the illumination mapping clearly supports gradients so make the best use of them.  Thanks again to wolf.  Make sure you visit his page over at seragalacaffeine.com for more great screenshots, tips and tutorials!

Static Light Mapping to Fake Light Emission


Going back to our previous example - what if you want that same scene to have an emissive effect around the lights?  Sure, you can crank the bloom up, but that only does a fudge on the lighting to make it appear like it's glowing.  The real trick here is to use a static light map.  For example here I have a simple room with a table and a lamp on it.  The lamp has  a static light under it and it should cast a nice 'normal room light glow'. 



lampstand 1
See the little lighter spot on the table? That's all I really wanted!

Hey... wait a minute!  That lamp object is casting a massive shadow now! What gives?  Well, if you're like me you spent hours trying to tweak your lights and configure them in such a way that it provides the best experience for your levels.  One little trick I have is to cut out unwanted shadows by placing clutter objects *AFTER* I place my lightmapping.  This way I can produce a much cleaner effect, especially in a well-lit room like this. 

lampstand 2
Now we've got the circle on the table and no shadow!
After I place my light and bake it using F3.  Now we no longer have a ridiculous shadow.

lampstand 3
Note: the darkness on the lamp is a result of my poor placement of a dynamic light. 

Now simply adding bloom will get your room to look more 'emissive' by blending the colors to provide a more natural effect.
Unfortunately, I cannot show this as I lost this level between when I wrote this a year ago and when I released this today.  So here's an example from an older lighting document:

And another courtesy of Wolf


Note the subtle blending of the colors in the textures.  That's due to the quasi-aliasing effect being performed by the bloom shader at lower levels.  Even having at 50 can provide a pretty nice blend though I don't recommend going above 70 in most cases.

Colors, combinations, and why your lights look like crap.



You might be wondering why some lighting examples look phenomenal, while others look lackluster.  There are several reasons for this.  The first (and foremost!) is that the stock color choices in Game-Guru are quite literally HOT GARBAGE.

It's true.  Due to the way the system 'adds' color to each texture, what you end up with if you use the stock White, Yellow, Blue, Red, Green, Magenta, Cyan, etc lights is a train wreck that is simply too much or too little depending on what you are attempting to accomplish.  You almost always will want to modify the colors to be something more realistic.  If you've read my previous articles you know that white translates to a 'brightness modifier', basically a clear color with a scale of how bright the individual texture's existing colors should be are!  Details make the difference, folks.

As some of you know, I have an artist as a wife (www.messinastudio.com) and she's very particular about her lighting.  As such, I've learned a good bit more than I expected and it's been quite telling!  For instance, did you know that natural/artificial lighting is measured on a 'kelvin' scale indicating how 'hot' it is?

kelvin chart
 courtesy of: https://ledcorporations.com/kelvin-aka-cct-correlated-color-temperature/
This coloration varies from a deep orange to a cool blue.  A little past the middle (Approximately 6500 kelvin) is natural lighting.  This is the reason I have special 200w 6500 kelvin florescent bulbs in her art studio.


This translates to the following tables from pixelemporium.com:




Light Source
Kelvin temperature
R G B Values
Color
Candle
1900
255, 147, 41

40W Tungsten
2600
255, 197, 143

100W Tungsten
2850
255, 214, 170

Halogen
3200
255, 241, 224

Carbon Arc
5200
255, 250, 244

High Noon Sun
5400
255, 255, 251

Direct Sunlight
6000
255, 255, 255

Overcast Sky
7000
201, 226, 255

Clear Blue Sky
20000
64, 156, 255


Light Source
R G B Values
Color
Warm Fluorescent
255, 244, 229

Standard Fluorescent
244, 255, 250

Cool White Fluorescent
212, 235, 255

Full Spectrum Fluorescent
255, 244, 242

Grow Light Fluorescent
255, 239, 247

Black Light Fluorescent
167, 0, 255



Light Source
R G B Values
Color
Mercury Vapor
216, 247, 255

Sodium Vapor
255, 209, 178

Metal Halide
242, 252, 255

High Pressure Sodium
255, 183, 76



In Game-Guru you'll find that often the best results can be achieved by simply blending and letting the engine handle it for you. Despite whatever adjustments you might make, or if you use all the coloring charts on the reference page that I have ... it really helps to simply put two different colors in a room and let them blend together when you compile the static lighting.

lighting example
From Wolf's WIP Game:Shavra
As you can see in the above example, you have two separate light colors.  One a sort of magenta while the other is a 'hot kelvin' type orange color.  While either of these could be used to set the tone by themselves, by shifting the color dramatically he's achieved a very unique effect that clearly separates the room for a person's eyes to see.

lighting example2
Also from Shavra


In the above picture you can see a more subtle delineation, allowing a cleaner combination of two similar colors.  It also helps draw attention to a critical point, where something vital is hiding (near some glowing mushrooms). 

use previous example to show blue/white colors and combination from lamp and overhead lamps.

In this example we've taken the lamp from the previous segment and put in a white overhead light for general room illumination and then underneath the lamp put in a bright blue light to give the simulation of varied lighting.  The result, I think, pays dividends.