How would I replicate Legacy Lighting /w Retro Tone Mapping?

Heya Everyone!!

I’m making a roguelike game based around 2014 ROBLOX and I’m trying to replicate the lighting (Legacy) from said time period. (Screenshot taken from GoingTo2014, a rather excellent game simulating 2014-2015)

How would I go replicating the lighting? I did a bit of research and found a few DevForum post recreating the effect, but the issue is that all of them use compatibility which was removed in favor of retro tone mapping.

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I don’t think there’s a way to 100% replicate the old lighting style, as you would need to get the old compatibility lighting style. However, you can approach this by messing up with current stuff from lighting and post-processing effect. That’s not my area of knowledge so any tips from me are not precise (:sob:).

By the way, I am probably sure unified lighting can help you with that. If you set PrioritizeLightingQuality = false and LightingStyle = Soft.

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It’s fine, actually! I’m glad you still gave me some answers on how to tackle the lighting (Which I’ve noticed it’s actually Legacy lighting, so I’ll change the post to have the lighting.)

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I’m glad I could help a little ^^

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I’ve found a DevForum post within the Retro Tone Mapping post that somewhat mimics compatibility which should be the closest thing to making Legacy lighting with retro tone mapping.

In all honesty, the lighting looks promising. I’ll be using this until a better alternative is given to me.

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Bumping the post #1
Bumping the post #1

hunting for the old skyboxes should also help, they can be found in the Models page on the roblox account/player profile

as you mentioned above there really isn’t a way to 1:1 old lighting because the lighting engine has of course gone through many different versions/iterations. from what i know the skyboxes honestly do like 99% of the work and the other 1% is making sure that intense/highly-saturated colors are muted in your builds and in the lighting settings.

my settings slightly changed since then, and these are the updated ones

diffuse/spectular were changed from 0.1 to 0 because of personal preference
shadowsoftness is 0.2 so that shadows still look a bit choppy but not too choppy
technology was changed from voxel to shadowmap because as mentioned in the post u linked, it’s implied that voxel is getting the axe

although globalshadows are on, the only baseparts that can cast shadows are the ones in my rigs

Using your current settings alongside retro tone mapping, here’s what I got:

I think the current legacy textures I’m currently using ruins the whole “2014” vibe build. Here’s the link to the materials I’m using:

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image

this property exists under materialservice that reverts the new textures back to the non-2022 materials, which is like the 1st thing i change when starting a new build

i’m unaware of any catalog texture packs that bring it back to 2014 but use whatever works i suppose
¯\_(ツ)_/¯

i’m unsure if it’s the texture pack that you’re using or the sizing increments of the wood crates, but the wood panels on the woodplanks material should perfectly align with size increments of 1

also the 2014 vibe is very subjective bc everyone has a different recollection of what roblox was for them at that time… just speaking from what works for me, i have like this ruleset in my head when building to restrict materials, colors, etc to what was available at the time, so maybe doing something like that might work for you

For me, I’m just wondering what materials where available around 2013-2015? Additionally, I also found a neat little script which adds textures that mimic the ones found within the time period.

Here’s the script in action:

this is just off the top of my head

brick
cobblestone
concrete
corrodedmetal
diamondplate
fabric
foil
granite
grass
ice
marble
metal(?)
pebble
plastic
sand
slate
wood
woodplanks

just to add on, imo any automation along those lines is just a crutch for ppl who want to cosplay as old players, idk how to put it nicely just to add on, imo if you really cared about the style and aesthetic of a particular era/year then you’d use what was available at the time, and not a possible mix of what “may or may-have-not existed at that time”

just use whatever u remember seeing back then, it’s really as simple as that… art imitates art or whatever the saying is

Thanks for giving me the complete list. Anyway, how would I get the legacy textures from your texture pack here?

The script only contains a small amount of the textures there.

tbh i don’t know, i made that repo very hastily as a panic button response to the introduction of the new 2022 materials. i haven’t looked too deeply into converting them to whatever format roblox accepts

Ah, alright then. Despite that, thanks you so much for the help. I think the lighting is decent as of now!

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By the way, I forgot to ask you, what skyboxes do you use?

here ya go!

Skyboxes.rbxm (2.6 KB)

Alien Red
Broken Sky
Oblivion
Starry Night
The Great West
The Utter East
Walls Of Autumn
Winterness

the default one i use is just whatever the default lighting skybox is

i found all of them on the Roblox roblox account’s Models page which has some nice hidden gems

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Thank you for giving the list of the skyboxes you commonly used for your 2014-ish builds.

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