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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Ginger Lord
    • March 8, 2006 at 12:15 PM
    • #1,721

    sky: sky_day02_10

    primary fog colour: 176 192 202

    secondary fog colour: 176 192 202

    fog start: 1000

    fog end: 3400

    That sky works well as it is pretty foggy as is. I'm gonna be pushing the fog back a bit further to see what it looks like.

  • ⌐■_■
    • March 8, 2006 at 1:59 PM
    • #1,722

    Thanks! If you dont mind im going to use that to fiddle around with on me own maps - I suck at creating proper fog for me maps

  • alexroyce
    • March 9, 2006 at 8:16 AM
    • #1,723

    [Blocked Image: http://www.alexroyce.com/alexroycemaps_pics/alexroycemaps_mini/sp/warehouse.png]

    3 days of fun

  • FrieChamp
    • March 9, 2006 at 8:32 AM
    • #1,724

    That is looking very nice, good attention to detail!

  • ⌐■_■
    • March 9, 2006 at 9:40 AM
    • #1,725

    that looks impressive Alex!

  • Mazy
    • March 9, 2006 at 9:59 AM
    • #1,726

    Nice, really like the lighting even though it probably could handle some more contrast, some cool shadows you got there too ~

  • m4d1n
    • March 9, 2006 at 11:16 AM
    • #1,727

    hehe i like what i see but why are the lights on inside when it is day? solve energy

  • seppe
    • March 9, 2006 at 11:24 AM
    • #1,728

    dude if the lights in youre house/school/working place also burn (are on) when it's day.

  • ReNo
    • March 9, 2006 at 11:47 AM
    • #1,729

    Very nice man, love the shadow detail on the floor and lower walls. You should start making your own props though - I've seen nothing but sexy stuff from you, but if you could throw off the generic HL2 settings, at least a bit, by introducing your own props then...then...it would be cool! My only gripe with this is that it looks somewhat washed out, probably because, as Mazy said, it could benefit from more contrast. Not sure if you meant it to be this way though, as it makes it look somewhat hazy/dusty which may suit the setting.

  • Ginger Lord
    • March 9, 2006 at 12:31 PM
    • #1,730

    Wheres the windows to cast those shadows?

  • nooba
    • March 9, 2006 at 12:39 PM
    • #1,731

    Sweet!

    Haven't used Hammer for ages, so I tried making something...

    [Blocked Image: http://img56.imageshack.us/img56/9083/t235eq.th.jpg]

  • Furyo
    • March 9, 2006 at 1:54 PM
    • #1,732
    Quote from ginger_lord

    Wheres the windows to cast those shadows?

    Well I asked myself the exact same question and then I saw that the roof actually has a window texture, so it made more sense. I agree that it's not so obvious, but the sky light probably could be seen better from a different angle

  • kleinluka
    • March 9, 2006 at 2:16 PM
    • #1,733

    Alexroyce, that's reaaally impressive! Nice work

  • alexroyce
    • March 9, 2006 at 4:46 PM
    • #1,734
    Quote from ReNo

    Very nice man, love the shadow detail on the floor and lower walls. You should start making your own props though - I've seen nothing but sexy stuff from you, but if you could throw off the generic HL2 settings, at least a bit, by introducing your own props then...then...it would be cool! My only gripe with this is that it looks somewhat washed out, probably because, as Mazy said, it could benefit from more contrast. Not sure if you meant it to be this way though, as it makes it look somewhat hazy/dusty which may suit the setting.

    It was suppose to look like it was HL2-ish So far I can make some simple props for my maps (along with textures), but I havent gotten too good with Max yet. Once I get better ill start making more props, but I felt that if I included some custom stuff like that it wouldent fit in with all the other things (as my props look alot crappier than the default props).

    What I might do is make the window which is casting the shadow clearer, as its quite "dense" and doesnt let the viewer see the proper sky color I wanted.

  • BlueCoatKarma
    • March 9, 2006 at 5:09 PM
    • #1,735

    It looks great, but I have to ask, how's the performance there? Aren't the lightmaps really small to get those nice shadows from the skylights?

  • sensee
    • March 9, 2006 at 5:14 PM
    • #1,736

    that's really impressive lighting!

    what entities and settings did you use to achieve that? did you use fog or something or how did you manage do get that blueish look?

  • alexroyce
    • March 9, 2006 at 5:20 PM
    • #1,737
    Quote from sensee

    that's really impressive lighting!what entities and settings did you use to achieve that? did you use fog or something or how did you manage do get that blueish look?

    Just a single light_environment gives me the nice shadows (as I used alot of blocklight brushes).

    Quote from BlueCoatKarma

    It looks great, but I have to ask, how's the performance there? Aren't the lightmaps really small to get those nice shadows from the skylights?

    The preformance is fine, as Im getting over 90fps. The lightmapscale where the shadows fall is 4, so its quite low, but its definetly worth it. I dont think theres a preformance cost of lighting, either.

  • Schmung
    • March 9, 2006 at 5:37 PM
    • #1,738

    Lovely work there mate, dunno much about the HL2 engine myself, but I imagine theres some form of memory hit from using a lightmap at that scale. Dare say it's fine if used sparingly. Is this just pracite making a scene or part of a larger level?

  • alexroyce
    • March 9, 2006 at 5:42 PM
    • #1,739
    Quote from Schmung

    Lovely work there mate, dunno much about the HL2 engine myself, but I imagine theres some form of memory hit from using a lightmap at that scale. Dare say it's fine if used sparingly. Is this just pracite making a scene or part of a larger level?

    Well theres obviously some sort of expense to using low lightmaps, but the impact is very very small unless you purposely make really complex stuff just to see if you can break it. Im still 4x above the minimum quality, though, and ive seen maps with much more complex shadows which ran just fine.

    Im coming up with a few small pieces of work to show off in my portfolio, so these things will probably never become maps, but maybe one day ill decide to make something big out of them.

  • ReNo
    • March 9, 2006 at 5:45 PM
    • #1,740

    Yeah the hit isn't too bad really, though I wouldn't suggest using higher res lightmaps all over the place. Use it on the surfaces you need to to get the nice effects (eg the floors and walls you have used them on), but don't waste memory with hi-res lightmaps for surfaces that don't take advantage of them.

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