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. Discussions
  3. Level Design

Mornstar maybe

  • PhilipK
  • September 21, 2006 at 12:53 AM
  • PhilipK
    • September 21, 2006 at 12:53 AM
    • #1

    Figured I should stop spam the wip thread.

    So I thought I'd start a dev thread for this showing the latest progress (and asking for help since I run into new problems all the time and you guys have been great so far helping out )

    Latest stuff. For some reason I didn't get the sprites to show :\

    (got this error, but I tried other sprites too with same result it seems: Precache of sprites/glow_test02 ambigious (no extension specified))

    [Blocked Image: http://philipk.net/other/de_morningstar20026.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar20027.jpg]

    [Blocked Image: http://philipk.net/other/de_morningstar20030.jpg]

  • Squirrelly
    • September 21, 2006 at 1:05 AM
    • #2

    The wood wall texture is too grainy and doesn't flow well with the rest of it, at least IMO. Good work otherwise.

  • PhilipK
    • September 21, 2006 at 1:11 AM
    • #3

    Ty

    I think it's mostly due to the spec which peaked way too high on the bright side. But yeah, you might be right the diffuse might need to be a bit less grainy as well. I'll fix that next.

  • ReNo
    • September 21, 2006 at 1:44 AM
    • #4

    Not too sure about those box shaped bright spots around your ceiling lamps. I'd recommend dropping the light entities further below the light fixtures to stop it being so pronounced, or maybe increase the constant on them to stop it being so highly focused. Loving the textures so far, though I can see squirrelly's point about the wooden panels looking a bit too noisy, at least from the distance shown in the screenshots.

    For your sprite problem - sounds like you just forgot to add the .spr extension to me. Can't remember if it's needed or not actually, but that error suggests that it is.

  • Minos
    • September 21, 2006 at 4:50 AM
    • #5

    Lighting looks a lot better phill, but move the point lights downwards (or tune them down a bit).

  • Sa74n
    • September 21, 2006 at 11:06 AM
    • #6

    yeah lights like the ones you chose there wont light the ceiling around them. you should use light_spot instead and just put a sprite in fron the of the model.

    looks a bit empty, dont you think? no doors on the side, only one window... give this room some sense, will ya?

  • OrnateBaboon
    • September 21, 2006 at 11:11 AM
    • #7

    The tree shadow looks a bit crisp in comparison to the shadow on the left, so depending on how high poly the room is going to be, you might be able to adjust the light maps to suit. I also think a shine (is it called a specular map?) would look good on the tile textures.

    Have you added a shadow control entity yet? Can't really tell from the screens, but this will give your props_physics a shadow, as well as the characters running around the map.

  • PhilipK
    • September 21, 2006 at 12:02 PM
    • #8

    they got specs. almost all textures has and quite some normals too.

    it's just i think ive really set up the cubemap pretty bad.

    When you select faces for it. I suppose you should only chose the large ones like walls and stuff and im not sure if it's high enough above the ground now.

  • OrnateBaboon
    • September 21, 2006 at 12:36 PM
    • #9

    Just add a cubemap to the middle of the room, though make sure it is 16 units away from all brushwork. You won't need to assign any faces to see the effects. Go to the console, type "buildcubemaps", and that should work.

  • PhilipK
    • September 21, 2006 at 1:44 PM
    • #10

    Thanks, good to know you don't need to assign faces.

    Pics are updated now. Got the spots working. Perhaps a little too much intensity on them still tho :\ it's on 150 now.

  • hessi
    • September 21, 2006 at 1:59 PM
    • #11
    Quote from OrnateBaboon

    Just add a cubemap to the middle of the room, though make sure it is 16 units away from all brushwork. You won't need to assign any faces to see the effects. Go to the console, type "buildcubemaps", and that should work.

    and after building the cubemaps you should change to another level like de_dust and change back to your level to make sure your game will reload the complete bsp and resources.

  • Defrag
    • September 21, 2006 at 2:18 PM
    • #12
    Quote

    Precache of sprites/glow_test02

    As ReNo said, the extension must be added (most of the sprites are .spr I think?) which I find to be rather stupid. You'd think they would build Hammer to auto select the extension based on whether it's a .vmt or a .spr.

    Anyway, you're better off using point_spotlights instead of that sprite, IMO. Point spotlights will retain their directional information when rendering, so they will always face in the correct direction regardless of your view angle, whereas that sprite will always be view-alligned. This gives some weird effects, as the sprite will always be view-alligned but it has a pronounced direction and is elongated vertically. If you want to see what I mean, walk under a light that is using that sprite and then look up.

  • skdr
    • September 21, 2006 at 2:20 PM
    • #13

    Looking very good PK!

    One small suggestion. Add some kind of overlays to the ceiling just on top of the pillars, so they dont look like they're floating.

    [Blocked Image: http://img180.imageshack.us/img180/1452/sspv0.jpg]

  • ReNo
    • September 21, 2006 at 4:38 PM
    • #14
    Quote from PhilipK

    they got specs. almost all textures has and quite some normals too.it's just i think ive really set up the cubemap pretty bad.

    When you select faces for it. I suppose you should only chose the large ones like walls and stuff and im not sure if it's high enough above the ground now.

    Though you don't HAVE to assign faces manually, any faces that aren't manually assigned to a cubemap will pick the nearest one. That can mean picking one that is on the other side of a wall, or in the room above, and so on. I'd recommend that you manually assign faces to cubemaps if the faces are significant or you want to ensure consistant reflections across different surfaces. Note that you can only assign a certain number per cubemap manually - can be annoying in rooms with a lot of brush based detail but they normally allow you plenty to cover the main surfaces. You should, in general, place your cubemaps are eye height too (around 72 units above the floor).

  • BaRRaKID
    • September 21, 2006 at 6:44 PM
    • #15

    I know you had troubles with the light, nut i'm oving how it loks now, really nice ambience.

    My biggest advice if you'r rusty on mapping for source is to go to interlopers.net, it has tutorials on petty much everything you need to know. (cheap publicity )

  • Evert
    • September 21, 2006 at 9:27 PM
    • #16

    Last image is awesome

  • hessi
    • September 21, 2006 at 9:34 PM
    • #17

    oh yes. i want a child with you Phil! <3 a mappergirl maybe

  • Vinny Testaverde
    • September 22, 2006 at 12:43 AM
    • #18

    Cool!

    The floor looks too dirty for me though? It sort of ruins the look I think your going for.

    Other than though I think its looking good

  • KungFuSquirrel
    • September 22, 2006 at 4:18 AM
    • #19

    Have you considered maybe rounding off the edges of your brush supports along the wall (left side, last shot)? Some smoothing on those corners would look fantastic and help get rid of that stark 90 degree angle. Valve seemed to use it pretty heavily on the hospital stuff in ep1; looked great.

    It's always cool seeing a style you recognize come back years later with some better tri count and resolution... looking forward to this

  • PhilipK
    • September 22, 2006 at 12:55 PM
    • #20

    Nice tip kfs. Although I don't get the texturing in hammer all yet. seems you can wrap textures around corners with right clicking when you have one face selected. But when I tried it on more round shaped brushes it just works half way. How would you do if you have.. say a half cylinder shaped brush and want the texture to be wrapped over it without any seams?

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

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

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

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

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

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™