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Posts by 2d-chris

  • Source lighting, your best tips?

    • 2d-chris
    • February 27, 2008 at 1:56 PM

    Lighting is ofcourse a trial and error thing, very much so in Source due to the lack of any real lighting preview.

    Recently I've really put allot of thought into how best to light a scene, rather than slapping a few lights in i try to think about interesting shadows and light sources.

    [Blocked Image: http://i6.photobucket.com/albums/y226/trioxin/nmrih_mr_feb/nmrih_mr_feb082_chris_citylife_2.jpg]

    In this scene I created two windows with an exterior light source to make interesting shadows and contrast in the lighting. Also I used a coloured red light hidden away in a vent shaft (good olde cs style) to give the scene some interesting glow. I then use very gentle point lights of brightness (1 or 2) around and about to give some blue tints.

    [Blocked Image: http://i6.photobucket.com/albums/y226/trioxin/nmrih_mr_feb/nmrih_mr_feb082_chris_citylife_1.jpg]

    In this scene I tried to have a light source emiiting on all surfaces, but instead of a single big light source I used a combination of spot lights, ambient colour, moon brightness, point light ambients and another classic red styled spot light.

    So the TIP here is try to light a scene from more than a single lightsource and colour, then consider how shadows will affect the scene and use high lightmap scales so you get lots of shadow detail.

    When it comes to exterior day maps your often limited in terms of light sources, you have the sun and ambient, so make sure the settings you use are as good as you can make them! Instead of simply matching the light direction to the skybox texture adjust the environment light so it gives you the best effect. Slap in an env_sun where it should be and hey presto you have two suns! I'd be damned if anyone notices, if your that bothered make a new skybox, the lighting and shadows far outweighs the importance of a weird directional sun in the skybox texture.

  • Nomoreroominhell HL2 Mod Looking For Level Designer!

    • 2d-chris
    • February 27, 2008 at 11:10 AM

    Hello my fellow mapcorians,

    Us lot over at [email protected]

    Level Designer(s)

    -Experienced with Valve Source engine.

    -Requires at least 1 finished level for any Source engine game/mod of a high standard.

    -The ability to work in a team and see a project through to it's finish.

    -Texture creation and 3d modeling skills are a plus.

    -Enjoy Zombies in a weird sexual way.

    I'll let the website content speak for itself in terms of what the mod is all about ... So check it out.

    look forward to hear from you.

    Cheers

    -2d

  • Insurgency Trailer Release & Website Launch

    • 2d-chris
    • May 23, 2007 at 1:03 PM
    Quote from Evert

    hehe cheers mate

    Oh is that the level that used to be during daytime?

    Yeh, although there is still a day version of Haditha We are planning a neat night map concept hence i spent the time to do the night lighting

  • Insurgency Trailer Release & Website Launch

    • 2d-chris
    • May 23, 2007 at 9:49 AM
    Quote from Evert

    That nightlevel in the end looks awesome~~Like Blackhawk Down, only good.

    hehe cheers mate

  • /!\ OLD SCHOOL CONTEST /!\

    • 2d-chris
    • January 19, 2007 at 6:09 PM

    Actually most modern hardware still suffers with w_poly so high, the engine was simply not coded with such EXTREME poly counts.

    I also remember various levels suffering when you used to many prop type models, servers kept freezing for several seconds

  • /!\ OLD SCHOOL CONTEST /!\

    • 2d-chris
    • January 17, 2007 at 3:40 AM

    ok first shot of my map ... im not to bothered about r_speeds so im aiming to keep under 1000

    Sorry for large image but i have yet to download and install a image editing package, so im stuck with paint ^^

    [Blocked Image: http://img146.imageshack.us/img146/8172/dm1lw0.jpg]

    More to follow!

  • /!\ OLD SCHOOL CONTEST /!\

    • 2d-chris
    • January 15, 2007 at 2:26 AM

    Omai ... the 2d has something cooking Looking great fellas!

  • dm_drift

    • 2d-chris
    • October 18, 2006 at 2:51 AM

    looks hot - nice work my man!

  • I've been offered a job!

    • 2d-chris
    • April 17, 2006 at 5:28 PM

    grats man

  • Games and product placement~

    • 2d-chris
    • February 4, 2006 at 2:14 PM

    Well, im totaly for this in games, far as i know some games such as matrix online use giant sponsored advertising boards ingame!

    If it helps the games industry without screwing up gameplay then its a plus in my books

    Didnt an EA game include pepsi product placement somewhere?

  • de_cpl_strike beta 2

    • 2d-chris
    • January 14, 2006 at 3:40 PM

    nice work man!

  • de_dam_facility_beta2 (RELEASE)

    • 2d-chris
    • January 14, 2006 at 3:38 PM

    hot, very hot

  • de_dam_facility beta 2 Video -=updated map overview pic=-

    • 2d-chris
    • January 14, 2006 at 3:36 PM

    HA, never guess what enspired me aswell? btw its looking hot dewd.

  • Militia Source and Kalt Source incoming...

    • 2d-chris
    • January 14, 2006 at 3:31 PM

    for the best remake of a cs level gameplay wise id stick with cobble, all was good with the first css levels, now tutrtle rock keep changing what make the levels so damn fun.

    Ofcourse from an art point of view i'd say train or inferno, but when was cs ever about art?

    cs_militia is such an awesome level, i hope they don't screw that up

  • Aftermath: April 24th

    • 2d-chris
    • January 14, 2006 at 3:26 PM

    what more can it be than more hl2 action is that a bad thing?

  • Wish me good luck now!

    • 2d-chris
    • January 13, 2006 at 11:01 PM

    haha i cant see anything to sujest he got the job, either way all the best

  • Group Signup for Mapkorpak

    • 2d-chris
    • January 7, 2006 at 1:38 AM

    Name : Chris Kay

    Location : UK

    Timezone : GMT

    Skills : Half decent level designer, 7 years experiance with editors like hammer, unrealed, radient. Experiance with 3d max and maya.

    Overall good knowledge of design to art pipelines.

    Im willing to help out with an initial design don't have the time to practicaly make it tho i could find time to help with lighting the enviroment

  • Sin gameplay vid

    • 2d-chris
    • January 7, 2006 at 12:05 AM

    yea we watched the vid at work today, pritty much everyone thought it looked to much like hl2, in all honesty tho insurgency a mod team is creating 100% custom content, why couldnt ritual?

    I might buy it, but is it worth it when we have hl2?

  • klein meets izuno

    • 2d-chris
    • January 1, 2006 at 2:33 PM

    hehe awesome

  • Midway keeps closing studios

    • 2d-chris
    • December 31, 2005 at 4:10 AM

    i heard from within the industry midway have sworn there future on a certain next generation engine

    Really sucks when a studio closes down ;/ no doubt somebody of zaps experiance can find a job to suit him.

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