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Making my first map - loads of questions

  • Psyrius
  • July 27, 2015 at 11:06 AM
  • Psyrius
    • July 30, 2015 at 6:12 PM
    • #21
    Quote from biXen

    Yeah not looking bad that. You'll probably want some more fill light, but the tone is definitely night like.

    Yeah, still needs alot more lights inside of the building :)


    Quote from Squad

    Add a light_environment for some subtle moon lighting maybe? The mood is getting there, but readability is suffering from it though.

    That's what I did before, but since my skybox is just a 3D skybox with a sky camera in a dark textured room with fog. My map will not get any light from any skybox.

    I really want that though! But since I've sat basically for 2 days now trying to get a nice night skybox with moonlight this is the solution I've come up with for now (I'm a beginner after all)

    Will try to lit up more inside of the building though :)

  • Squad
    • July 30, 2015 at 9:36 PM
    • #22
    Quote from Aerium88

    Yeah, still needs alot more lights inside of the building


    That's what I did before, but since my skybox is just a 3D skybox with a sky camera in a dark textured room with fog. My map will not get any light from any skybox.

    I really want that though! But since I've sat basically for 2 days now trying to get a nice night skybox with moonlight this is the solution I've come up with for now (I'm a beginner after all)

    Will try to lit up more inside of the building though

    Seems like you're doing something wrong then. Just put a light_environment entity inside your map (not inside the 3D skybox) and it will lit your map anywhere where you've put the toolsskybox material. You'll have to adjust the fog settings between 2D and 3D skybox to make it seamless though, but other than that it should work fine.

    If you're still experiencing problems, can you show how you set it up?

  • Psyrius
    • July 30, 2015 at 10:55 PM
    • #23
    Quote from Squad

    Seems like you're doing something wrong then. Just put a light_environment entity inside your map (not inside the 3D skybox) and it will lit your map anywhere where you've put the toolsskybox material. You'll have to adjust the fog settings between 2D and 3D skybox to make it seamless though, but other than that it should work fine.

    If you're still experiencing problems, can you show how you set it up?

    I tried that before, but then the skybox texture wasn't affected by the fog somehow. Eventough fog was enabled in the sky camera with identical settings from the fog controller. Light_environment was inside my level :)

  • Squad
    • July 30, 2015 at 11:03 PM
    • #24
    Quote from Aerium88

    I tried that before, but then the skybox texture wasn't affected by the fog somehow. Eventough fog was enabled in the sky camera with identical settings from the fog controller. Light_environment was inside my level

    Can you show a picture of anything that didn't show right?

  • Psyrius
    • July 30, 2015 at 11:35 PM
    • #25

    Sure, I'll try again tomorrow and will send you a picture I've been working mostly on the lighting today. The huts needs more work, the random props I'm using will surely change position/be removed... and the map still needs alot of detailing, but this is how far I've come today. More tomorrow

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

  • Psyrius
    • July 31, 2015 at 7:59 PM
    • #26
    Quote from Squad

    Can you show a picture of anything that didn't show right?

    I tried messing around with it again, but now I stepped into even more problems. I think I've managed to make it look really nice anyway though - without the moonlight - and with a fake skybox :P And, I guess if it looks good, it is good (optimization out of the picture).

  • Psyrius
    • August 1, 2015 at 4:57 PM
    • #27

    When my map is getting ready to be released, how can I make it so that the players on the map spawn instantly at a random place? There's a map called "Aim Warm-up AK-47" made by "jaguar" And on that map you spawn instantly. Not like in a deathmatch in which you have to wait a few seconds. Or do you think people would prefer deathmatch?


    What else should be included in this aim/fun map? Is it possible to just make Desert Eagle available? Just an example. Don't think I want to restrict people to just one weapon, but I'm just wondering if those things are possible and how I should proceed including stuff like that.


    I'm also thinking about including 2 bombspots if people want to play casual/competitive on it for some reason. Is that possible? It's not balanced for that at all, but if it's possible, I'm thinking, why not?

  • Psyrius
    • August 1, 2015 at 11:58 PM
    • #28

    Update: Layout almost done. Have a few more ideas. Texturing and detailing still a work in progress I'm gonna reduce the smoke in the sewers and try to make it look even better. I'm also gonna try to make it look like this warehouse is abandoned and that nature has taken over abit. We'll see what I come up with :)

    Quote

    [Blocked Image: http://i.imgur.com/omy5sPg.jpg][Blocked Image: http://i.imgur.com/epqepXa.jpg][Blocked Image: http://i.imgur.com/7sm4qel.jpg][Blocked Image: http://i.imgur.com/9SblSd6.jpg][Blocked Image: http://i.imgur.com/hDva6x5.jpg][Blocked Image: http://i.imgur.com/4pC5AFV.jpg]

  • Psyrius
    • August 3, 2015 at 1:58 PM
    • #29

    Is it possible to have the CT's plant the bomb instead?

  • jackophant
    • August 3, 2015 at 3:45 PM
    • #30

    Technically yes, but as far as the game is concerned they are still terrorists and the available weapons and hud colours will remain.

    There may be be complex methods which allow more functionality, but in the KV file, you could specify the terrorist world and view models to be CT world and view models and then the opposite for the CTs.

    However if you are hoping for people to take the map seriously, I don't advise it.

  • Psyrius
    • August 3, 2015 at 4:56 PM
    • #31

    Alright. Thank you :)

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