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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • 2d-chris
    • September 13, 2014 at 3:19 PM
    • #11,341
    Quote from ruarai

    I feel like something is missing but I really don't know what it is.


    [Blocked Image: http://i.imgur.com/dJNNB3f.jpg]


    Hey - the materials are very flat, more shine in them - to get a wetter look would help a lot, it always does with what I assume is an ice corridor.


    Also, you have quite a bit of man made structures in there, it''s kinda weird, it's like they had walls but then they turned to ice. Or there was an ice corridor naturally and then they added some supports there for some reason? If you look at some ref you'll notice the occasional light, and some walking panels on the floor to not slip up all the time. Still this is not real life, but if you want it to make "sense" then it's a good place to start.


    A good trick you can do, is to add the ice behind glass windows, which makes a little more sense,


    [Blocked Image: http://33.media.tumblr.com/60a37f2cc0b7b97bd5ad1af54470b299/tumblr_mpgfaixJOz1sq5l3so1_1280.jpg]

  • Vaya
    • September 13, 2014 at 3:26 PM
    • #11,342

    Reminds me of the tunnel run at alp du huez


    [Blocked Image: http://pepeone.free.fr/IMG/jpg/alpe_huez_21.jpg]

  • aaaaasdasdasdasdasda
    • September 13, 2014 at 3:31 PM
    • #11,343

    I was basing it more on this

    [Blocked Image: http://www.archidose.org/Blog/AE011e.jpg]


    and this


    [Blocked Image: http://images.dailyexpress.co.uk/img/dynamic/128/590x/secondary/91813.jpg]


    It's the seedbank thing in Norway, pretty cool place.


    I think what was missing was a proper texture, so I came up with this:

    [Blocked Image: http://i.imgur.com/xjGnwTg.jpg]

  • Vaya
    • September 13, 2014 at 4:23 PM
    • #11,344

    Are you re-adding the supports? I think it needs something to break up the texture.

  • gotcha
    • September 13, 2014 at 10:36 PM
    • #11,345
    Quote from ruarai

    I was basing it more on this

    [Blocked Image: http://www.archidose.org/Blog/AE011e.jpg]

    and this

    [Blocked Image: http://images.dailyexpress.co.uk/img/dynamic/128/590x/secondary/91813.jpg]

    It's the seedbank thing in Norway, pretty cool place.

    I think what was missing was a proper texture, so I came up with this:

    [Blocked Image: http://i.imgur.com/xjGnwTg.jpg]

    Display More

    Holy crap, I am using the same pics as reference for my map

    It'll be set in an vault for nuclear waste.

    I'm gonna post some screens when I'm back on my computer.


    [Edit:]


    Back with a pic (early WiP):

    [Blocked Image: http://i.imgur.com/kMP2HSV.jpg]

  • tomm
    • September 15, 2014 at 7:36 PM
    • #11,346

    Posting this here hoping someone can help me out


    I've modelled the warehouse construction and this is what it looks in-game..

    notice some parts are very dark for some reason.


    what I've tried so far:


    split up the model into different parts - didn't help

    cut out parts of the mesh that were intersecting some brushes - didn't help

    tried moving around light origin - there was a little difference, but it was still very dark

    different map compile options(static prop polys, static prop lighting) - basically I have no idea what I'm doing, it ended up being super bright.. not cool

    tried to mess around with static mesh properties, disabling shadows, vertex lighting, no difference


    pls halp!


    [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/2014-09-15_00002.jpg]

  • Pampers
    • September 15, 2014 at 7:53 PM
    • #11,347

    try and set the light origin to a model that is lit correctly

  • tomm
    • September 15, 2014 at 7:56 PM
    • #11,348

    Shit I'm so dumb, solved it right after I posted my problem.


    basically add more geo if your prop looks like shit.

  • selmitto
    • September 15, 2014 at 10:25 PM
    • #11,349
    Quote from tomm

    Shit I'm so dumb, solved it right after I posted my problem.


    basically add more geo if your prop looks like shit.

    ?


    Care to elaborate to a fellow noob?

  • tomm
    • September 15, 2014 at 10:54 PM
    • #11,350
    Quote from Al Anselmo~Intelect0

    ?


    Care to elaborate to a fellow noob?


    source uses vertex lighting, so you need vertices that can receive lighting information and my geometry had literally none, only a flat surface was exposed to lighting and well, it hardly received any.


    at least that's how I understand it, maybe someone more experienced can enlighten us.


    [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/vertexlighting.jpg]

  • selmitto
    • September 16, 2014 at 12:02 AM
    • #11,351
    Quote from tomm

    ?


    Care to elaborate to a fellow noob?


    source uses vertex lighting, so you need vertices that can receive lighting information and my geometry had literally none, only a flat surface was exposed to lighting and well, it hardly received any.


    at least that's how I understand it, maybe someone more experienced can enlighten us.


    [image]


    Cool. Could you share the before/ after lighting?

  • tomm
    • September 16, 2014 at 12:21 AM
    • #11,352
    Quote from Al Anselmo~Intelect0

    Cool. Could you share the before/ after lighting?


    sure, I'll keep the images in links, don't want to spam this thread anymore.


    before / after

  • leplubodeslapin
    • September 16, 2014 at 8:38 AM
    • #11,353

    CSGO needs the recent lightmap system for models made for TF2 ...

    http://forums.tf2maps.net/showthread.php?t=23288

  • ElectroSheep
    • September 16, 2014 at 9:06 AM
    • #11,354

    Wooohooo !! Source just learn how to make fire !! o/

  • Spherix
    • September 16, 2014 at 11:45 AM
    • #11,355

    Quite surprised to see no posts about this gem yet that I ran across on Facepunch:

    Quote

    "ParallaxTest"

    {"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957

  • cashed
    • September 16, 2014 at 4:48 PM
    • #11,356

    Im going to try that on a brick I made for de_fuel

  • ShockaPop
    • September 16, 2014 at 5:08 PM
    • #11,357
    Quote from Spherix

    Quite surprised to see no posts about this gem yet that I ran across on Facepunch:


    {"$basetexture" "nicoreda/brickwall1_pa" }Basetexture have: RGB + Alpha = Diffuse + Heightmap [Blocked Image: http://img110.xooimage.com/files/6/9/4/untitled-477ab01.jpg] If I may link: http://facepunch.com/showthread.php…=1#post45897957


    According to that same thread, it seems that parallax-shader is unlit.

  • Vinneri
    • September 16, 2014 at 5:13 PM
    • #11,358

    Ready for thursday's playtest. It's going to be something really different. No normal lanes and "mid".


    [Blocked Image: http://puu.sh/bBsOb/ff7f3f96ac.jpg]

  • RaVaGe
    • September 16, 2014 at 5:27 PM
    • #11,359
    Quote from tomm

    ?


    Care to elaborate to a fellow noob?


    source uses vertex lighting, so you need vertices that can receive lighting information and my geometry had literally none, only a flat surface was exposed to lighting and well, it hardly received any.


    at least that's how I understand it, maybe someone more experienced can enlighten us.


    [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/vertexlighting.jpg]


    I don't think it was the issue though, with an info_lighting this could have been solved imo, also you could resolve it by compiling your map with the -staticproplighting and -staticproppolys options.


    There's also the "Ignore surface normals" and "Disable vertex lighting" wich are in the prop_static options. Creating more meshes than it needs is not the solution imo.

  • ElectroSheep
    • September 16, 2014 at 5:37 PM
    • #11,360

    Info lighting are useless if your vertex don't receive any light.

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