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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • LATTEH
    • May 30, 2015 at 9:47 PM
    • #11,961

    Heres some of my work in pvkii. my project is to redo the visuals of the classic desertruin. The levels theme will be egyptian ruins close to the river nile. I would like to have some traps and funny hieroglyphs. I made the base textures and pillars so far ,but there still a lot of models to create its a good start though.


    You can get the mod on steam! http://store.steampowered.com/app/17570/

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

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

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

    [Blocked Image: http://i.imgur.com/k4V6Kzq.jpg]

    [Blocked Image: http://i.imgur.com/0JrK0xc.jpg]

    [Blocked Image: http://i.imgur.com/OnzaK0F.jpg]

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

  • TheGuma
    • May 30, 2015 at 11:00 PM
    • #11,962

    I don't know... I'm getting mixed opinions about this but I still wanted to try it out. Let me know what you think!

  • sevin
    • May 31, 2015 at 4:52 AM
    • #11,963

    So I was inspired by gotcha's little scene to try and recreate the reference he used as well. I don't have CS:GO though, so I used CS:S.

    [Blocked Image: http://puu.sh/i6JHr/94a2400248.jpg]

    [Blocked Image: http://i.imgur.com/p767PSx.jpg]

    One thing I'm confused about is the light from what I assume to be the sun. It comes around both corners of the hall at different angles and bounces up onto the ceiling a lot. I'm unsure of how to replicate this in source. It looks very flat in CS:S using light_environment. I had to use a 50% linear, 50% quadratic ghost light at brightness 25 near the ceiling to make it seem like light was bouncing more. I don't like faking it. Is this just not possible to in source, or at least CS:S? I know CS:GO got phong shading on world faces awhile back but like I said I don't have CS:GO.

  • blackdog
    • May 31, 2015 at 12:20 PM
    • #11,964

    I don't understand what you mean about light coming from both corners at different angles

    Sun is sun, comes from one direction, what might change is the shape of the window, there might be something outside that alters the way the light bounces around… I guess you can only put additional lights inside to simulate.

  • Vaya
    • May 31, 2015 at 12:34 PM
    • #11,965

    light is coming in toward the left.

  • Klems
    • May 31, 2015 at 2:57 PM
    • #11,966

    Well, light is a complicated thing, you know CS:GO vrad is only an approximation.

    Light_env has only 2 light configurations, the sun and the ambient. It doesn't take the varying brightness of the sky into account. You can tweak the SunSpreadAngle value, but if you want a realistic simulation you need to set it to the angular diameter of the sun (which is around 0.5°).


    One thing you can try is to use several light_directional on top of your ambient light. The best would be to add a bunch of them and copy their orientation/color/brightness from pixels on the 2D skybox (that would look so good on a sunset skybox), but doing it by hand is probably good enough. More recent Quake 3 skies are handled like this.

    For a start I would just copy the sun configuration into 3 or 4 light_directional, desaturate their color slightly, make it a tenth of the original brightness and randomize the orientation by a few degrees. See where it goes.


    EDIT: also, if your reflected light isn't bright enough, you can manually tweak reflection values inside the VTF (not the VMT). This is used for radiosity, not cubemap/phong.

  • sevin
    • May 31, 2015 at 7:32 PM
    • #11,967

    This is what I mean by the light coming in at different angles:

    [Blocked Image: http://puu.sh/i7pSr/c4c8649851.jpg]

    I'd like to try what you told me about light_directional Klems, but remember I said I'm using CS:S? That's an entity only included in L4D and beyond.

  • blackdog
    • June 1, 2015 at 1:57 AM
    • #11,968

    But that's not light coming in at different directions. Source is sun, direction is one, you can talk about different directions if there are different sources, so artificial.

    I think that instead of being perpendicular to the window opening, sun is shifted and comes in at angle, allowing more light through one side than the other.

  • jakuza
    • June 1, 2015 at 3:33 AM
    • #11,969

    It might be a cloudy day...? Or no direct sunlight is visible in the picture. Then the whole surface of the window would be the source rather than one specific direction coming through it (I think).

  • Vaya
    • June 1, 2015 at 1:54 PM
    • #11,970
    Quote from TheGuma

    I don't know... I'm getting mixed opinions about this but I still wanted to try it out. Let me know what you think!

    Looks a bit weird to be honest. What's the theme here? ground texture looks dodgy.

  • jackophant
    • June 1, 2015 at 2:23 PM
    • #11,971

    @sevin It looks like your light source is coming in directly from the right whereas the picture you show would have quite a steep angle as well as light supplied from reflections outside. You can also seen in the picture how the light is reflected on the walls compared to your matt walls.

    To mimic it you could put a low brightness light entity off centre from the window.

    @TheGuma Lighting looks far to pale, and the whole shot looks washed out. Maybe it needs colour correction, but I feel the colours should be a little richer.

    @LATTEH when can I expect to see that map in csgo? :P

  • sevin
    • June 1, 2015 at 7:11 PM
    • #11,972
    Quote from jackophant

    @sevin It looks like your light source is coming in directly from the right whereas the picture you show would have quite a steep angle as well as light supplied from reflections outside. You can also seen in the picture how the light is reflected on the walls compared to your matt walls.

    To mimic it you could put a low brightness light entity off centre from the window.

    I'm not sure exactly what you mean. I know the light is bouncing and that's creating a lot of extra light on the ceiling, but CS:S doesn't have a world face phong shader and those textures don't bounce much anyway. There's already a linear light of brightness 25 up there by the ceiling to enhance the glow on it. What do you mean by putting a "low brightness light entity off centre from the window"?

  • HoMaRt
    • June 2, 2015 at 11:19 PM
    • #11,973

    Still working on our student project "Revenge of Trishna" Here is another screenshots. Demo is playable and will be available next week stay tuned!

    Here is our facebook is you want to follow us :Revenge of Trishna

    Comment and critiques are welcome !

    See you soon !


  • UnknownPredator
    • June 5, 2015 at 5:21 AM
    • #11,974

    I haven't posted in a while, so here we go..

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

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


    [Blocked Image: http://i.imgur.com/1gu1iej.jpg]

    I wonder what this could be...

    Quote

    It's cs_tire

  • PogoP
    • June 5, 2015 at 9:33 AM
    • #11,975

    That looks cool dude!

  • TheGuma
    • June 7, 2015 at 12:46 AM
    • #11,976

    Edit: Fixed columns and fixed the skybox.

    Heavy WIP

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

  • Calmguy
    • June 7, 2015 at 10:38 PM
    • #11,977

    Here some WIP stuff from me made using Cryengine only, even the models made with Cry Designer tool.

    visit this page to see more images

    https://www.facebook.com/pages/Cryengin…_homepage_panel

  • Vorontsov
    • June 10, 2015 at 3:25 PM
    • #11,978

    Why does source do this?

    From this: [Blocked Image: http://i.imgur.com/zuBMVo2.jpg]

    To this:

    [Blocked Image: http://i.imgur.com/WzSMUh2.jpg]

    (Textures are ugly and fucked if it's not visible)

    And why does this happend, where the models become white the further away they are:

    [Blocked Image: http://i.imgur.com/6zomYcA.jpg]

    Here on my first model I made you can also see that source fucked it up even though it's fine everywhere else, where did these white edges and poop quality come from?

    [Blocked Image: http://i.imgur.com/tJJQ8ld.jpg]

    wat do pls halp

    I use 3ds max with the Wallworm Model Tools plugin.

  • text_fish
    • June 10, 2015 at 6:50 PM
    • #11,979

    A static render in a 3D modelling program is always going to be prettier than real-time rendering in a game engine, especially one as (ahem) "historical" as Source.


    As for the models getting white the further away they are, you may want to investigate the mipmapping on the VMT. I had this on a prop I made a while back but it went black at the edges the further away I got, and it turned out I'd inadvertently changed some mipmap settings when converting the diffuse in to a VMT using VTFEdit.

  • TheGuma
    • June 10, 2015 at 7:00 PM
    • #11,980

    [Blocked Image: http://i.imgur.com/xego4tY.jpg]

    Got some models going on the left side... The wall is temporary, though! Also, I hope you guys don't mind if I post here often... It's pretty big for me.

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