1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Vault
  3. Past Contests
  4. Day of Infamy Mapping Contest

Brest

  • Vaya
  • September 22, 2016 at 11:40 AM
  • Serialmapper
    • December 3, 2016 at 11:02 PM
    • #61

    Why the light_environment's direction and colour doesn't match the skybox texture? (the most obvious is in the first screenshot)

  • Lizard
    • December 3, 2016 at 11:31 PM
    • #62
    Quote from Serialmapper

    29 minutes ago, Serialmapper said: Why the light_environment's direction and colour doesn't match the skybox texture? (the most obvious is in the first screenshot)

    Just because :D

  • Serialmapper
    • December 4, 2016 at 10:08 AM
    • #63

    If you like the current lighting, pick a skybox texture that is more permissive. Sunset textures look artistic but they are very restrictive regarding lightning direction and colour.

  • will2k
    • December 4, 2016 at 2:36 PM
    • #64
    Quote from Lizard

    18 hours ago, Lizard said: Hello everyone ! We are very close to pushing big update today.Changes:[Blocked Image: http://i.imgur.com/VWJZ3Nd.jpg]

    I'm really liking the direction this map is taking and shaping up; props to you guys (no pun intended) :)

    serialmapper has a point though as the environmental lighting direction being the opposite of the sun's position cannot be...unseen ;)

    You could change the skybox or the lighting setup, however, one way to deal with this (if you really like this skybox and don't want to change the lighting angles) is to edit the skybox texture itself (photoshop, Gimp...) and repaint the sun in the correct location for your map's settings. You would need to save the skybox texture under a different name but it should be a small price to pay.

    Best of luck and looking forward to more progress and beauty shots.

  • Lizard
    • December 4, 2016 at 6:29 PM
    • #65
    Quote from will2k

    8 hours ago, will2k said: I'm really liking the direction this map is taking and shaping up; props to you guys (no pun intended) :)

    serialmapper has a point though as the environmental lighting direction being the opposite of the sun's position cannot be...unseen ;)

    You could change the skybox or the lighting setup, however, one way to deal with this (if you really like this skybox and don't want to change the lighting angles) is to edit the skybox texture itself (photoshop, Gimp...) and repaint the sun in the correct location for your map's settings. You would need to save the skybox texture under a different name but it should be a small price to pay.

    Best of luck and looking forward to more progress and beauty shots.

    Yeah I noticed the second sun on the screenshots because you are not able to see both of the suns at the same time playing on the map :) We will fix it sometime soon. ~~EDIT~~ Map has been updated !http://steamcommunity.com/sharedfiles/fi…tscn=1480892086

  • Vaya
    • December 5, 2016 at 12:38 AM
    • #66

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.


    was going to make this into a gif and loop it but oh well

  • modtools
    • December 5, 2016 at 10:00 AM
    • #67

    i tried your mapupdate all in all some areas are better now. but i think the mapcenter , the bridge was better before it was more realistic the truck is a nice idea but its a 60s-70s truck and in real war it would never get as much into the city the subbridge area is now fantastic also the docks on the docks is a weird graphicsbug in one of the hangars the churcharea is near to perfect but i would add a chokepoint where you can get from graveyard to the bridge a bit curved so germans cannot shoot in hope this feedback helps you


    Gz Modtools

    P.S: sorry for the layout

  • Vaya
    • December 5, 2016 at 10:23 AM
    • #68

    Thanks for the feedback dude :)

    I'd like to get screenshot of that graphical bug if possible.

  • Radu
    • December 5, 2016 at 10:48 AM
    • #69

    Several stone rubble models are above ground at the church and you can get stuck in them.

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

    As an ally, I spawned in the sky and then near the bridge - falling to my death.

    Spoiler [Blocked Image: http://i.imgur.com/wa8UBtx.jpg]

  • Vaya
    • December 5, 2016 at 10:49 AM
    • #70

    Thanks for the feedback :)

    Did you run the map with the command 'map brest_c4 liberation'?

  • Radu
    • December 5, 2016 at 12:01 PM
    • #71

    I did.

  • Vaya
    • December 5, 2016 at 12:04 PM
    • #72

    hmm okay. Will need to see what happens with the spawns. I had the issue myself but it cleared itself up once I applied the gamelogic text file.

    Thanks again for your feedback :)

  • modtools
    • December 5, 2016 at 4:28 PM
    • #73

    here some screenshots from the problems

  • Vaya
    • December 5, 2016 at 4:41 PM
    • #74

    thanks mr modtools :)

  • Radu
    • December 5, 2016 at 5:29 PM
    • #75

    I also get the purple textures, not just on your map but a few others too.

  • modtools
    • December 5, 2016 at 6:38 PM
    • #76

    yeh that s a commonly lighting problem sometimes if your editor is not loaded correctly.

    I built some maps with normal hammer from sdk 2007 first and saw this texture problems too.

    Now i am using the hammer.bat from DOI. All works fine but some skytextures of the game seem to be bugged since the last update.

  • Vaya
    • December 6, 2016 at 9:10 AM
    • #77

    the texture issue is due to VIDe not automatically packing special textures. it'll be fixed next update.

  • Harry Godden
    • December 9, 2016 at 10:00 PM
    • #78

    Today I did a pretty huge change to the 3D skybox, I'm now very satisfied with how it looks. As it's all mesh now, I baked all the lighting information from a cycles render (256 samples) into these textures and it looks fairly realistic :)

    [Blocked Image: http://i.imgur.com/SJvrXQ9.png]

    Previously rushed version looked like:

    Spoiler [Blocked Image: http://i.imgur.com/e6ILJro.jpg]

  • MeisterYoon
    • December 9, 2016 at 11:42 PM
    • #79

    So.. then.. is there any weakness for this map at all?

  • Vaya
    • December 10, 2016 at 9:26 AM
    • #80
    Quote from MeisterYoon

    9 hours ago, MeisterYoon said: So.. then.. is there any weakness for this map at all?

    as nice as compliments are...we still have a hella lot of work to get this out. Much respect to lizard and terri for battling illness and other commitments to get us to this stage.

    Please keep giving feedback after our updates, it helps immensely.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  2. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  3. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  4. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™