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Community Death Match map project (HL2)

  • DrGlass
  • May 25, 2005 at 11:15 PM
  • -Stratesiz-
    • May 29, 2005 at 4:55 PM
    • #41

    Mmmm very nightwatchy Campaignjunkie~

  • mike-0
    • May 29, 2005 at 5:45 PM
    • #42

    4 and 2 are nice

  • Evert
    • May 29, 2005 at 5:57 PM
    • #43

    cool pics.

    Last one reminds me of Gorillaz video.

  • DrGlass
    • May 29, 2005 at 7:32 PM
    • #44
    Quote from Evert

    cool pics.Last one reminds me of Gorillaz video.

    Thats the look ice is going for. I'm really excited about that area. CJ's area is looking quite nice too. I'd say his got the most responce, though that is an old screen shot.

    Addicted to Morphine is a great example of how the project helps new mappers. AtM has been mappping for just a few months now and has really done some great stuff with his area. Took all the feed back from the Beta and changed his area to fit what we were telling him. I'm really impressed by his work.

  • FrieChamp
    • May 29, 2005 at 7:57 PM
    • #45
    Quote from Evert

    cool pics.Last one reminds me of Gorillaz video.

    hehe same here

  • Nysuatro
    • May 29, 2005 at 8:12 PM
    • #46

    The second pic is WOW

    nice lichtning

    how did you do that ?

  • Zacker
    • May 29, 2005 at 9:32 PM
    • #47

    Func_areaportalwindow

  • mike-0
    • May 29, 2005 at 10:28 PM
    • #48

    i take it a gateway is a portal to another map, not just a teleport to another place in the same map? because you can only have one skybox...

  • DrGlass
    • May 30, 2005 at 12:46 AM
    • #49

    A gateway is the place where one area connects to another area in the same map. These screens are from seperate compiles of each mappers area, there will only be one sky box (though there are ways to simulate a skybox with custom textures) so the WIP pics arn't going to be the same once they are in the full map.

  • mike-0
    • May 30, 2005 at 3:59 AM
    • #50

    yea, but youll be dealing with the same light_environment, unless you'll just use point lights...

  • ReNo
    • May 30, 2005 at 4:00 AM
    • #51

    If there is only one outdoor area then they can use a light_environment, or if all the people working on outdoor areas can agree on the settings then one could be used. If not then people will need to rely on using workarounds like spotlights.

  • DrGlass
    • May 30, 2005 at 5:29 AM
    • #52
    Quote from Nysuatro

    The second pic is WOWnice lichtning

    how did you do that ?

    Quote from Zacker

    Func_areaportalwindow

    errr... no. Area portals dont have anything to do with lights.

    It looks like he used a white light texture and a few env_lightglows

  • mike-0
    • May 30, 2005 at 2:46 PM
    • #53

    could you ask for his vmf and post it somewhere?

  • RD
    • May 30, 2005 at 3:22 PM
    • #54

    mike-o i suggest u check out ferrets dm_fairytale to see how diffrent skyboxes with diffrent lighting r simulated in one map=)

  • Zacker
    • May 30, 2005 at 4:25 PM
    • #55
    Quote from DrGlass

    errr... no. Area portals dont have anything to do with lights.

    It looks like he used a white light texture and a few env_lightglows

    It is correct that area portals dont have anything to do with lights. The func_areaportal window entity however has the ability to create the effect seen in the second pic.

  • mike-0
    • May 30, 2005 at 7:42 PM
    • #56

    what do you mean "has the ability"? does it or does it not make that effect?

    RD - oh yea, i think i recall that. i figured out how to do it, just make brushes with the skybox texture and set them to func_wall so they arent affected by lights, then enclose the outside with any regular brush so that there arent leaks.

  • Nysuatro
    • May 30, 2005 at 8:00 PM
    • #57

    Is there some tut voor it ?

    It will be easier than because this lightning effect is very interresting

  • |FRITZ|
    • May 30, 2005 at 9:05 PM
    • #58

    I believe,areaportalwindows have a function of fading in and out by your distance. You can apply a white texture to the areaportalwindow and a env_lightglow and you'll achieve a effect like that.

    Or, of course a plain brush with a light texture would do it as well.

  • Nysuatro
    • May 30, 2005 at 9:17 PM
    • #59

    K thx man i will try now some things when my hammers again

  • Campaignjunkie
    • May 30, 2005 at 9:20 PM
    • #60

    It's a white texture, a few env_lightglows, and a few (very strong) lights and light_spot's. Geeze, I didn't think so many people would like it.

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