Nah I didnt use any. Whats so special about the lighting anyhow?
My website is being redone and there will be a tutorial section, so maybe ill write one.
Nah I didnt use any. Whats so special about the lighting anyhow?
My website is being redone and there will be a tutorial section, so maybe ill write one.
Quote from SchmungLovely work there mate, dunno much about the HL2 engine myself, but I imagine theres some form of memory hit from using a lightmap at that scale. Dare say it's fine if used sparingly. Is this just pracite making a scene or part of a larger level?
Well theres obviously some sort of expense to using low lightmaps, but the impact is very very small unless you purposely make really complex stuff just to see if you can break it. Im still 4x above the minimum quality, though, and ive seen maps with much more complex shadows which ran just fine.
Im coming up with a few small pieces of work to show off in my portfolio, so these things will probably never become maps, but maybe one day ill decide to make something big out of them.
Quote from senseethat's really impressive lighting!what entities and settings did you use to achieve that? did you use fog or something or how did you manage do get that blueish look?
Just a single light_environment gives me the nice shadows (as I used alot of blocklight brushes).
Quote from BlueCoatKarmaIt looks great, but I have to ask, how's the performance there? Aren't the lightmaps really small to get those nice shadows from the skylights?
The preformance is fine, as Im getting over 90fps. The lightmapscale where the shadows fall is 4, so its quite low, but its definetly worth it. I dont think theres a preformance cost of lighting, either.
Quote from ReNoVery nice man, love the shadow detail on the floor and lower walls. You should start making your own props though - I've seen nothing but sexy stuff from you, but if you could throw off the generic HL2 settings, at least a bit, by introducing your own props then...then...it would be cool! My only gripe with this is that it looks somewhat washed out, probably because, as Mazy said, it could benefit from more contrast. Not sure if you meant it to be this way though, as it makes it look somewhat hazy/dusty which may suit the setting.
It was suppose to look like it was HL2-ish
So far I can make some simple props for my maps (along with textures), but I havent gotten too good with Max yet. Once I get better ill start making more props, but I felt that if I included some custom stuff like that it wouldent fit in with all the other things (as my props look alot crappier than the default props).
What I might do is make the window which is casting the shadow clearer, as its quite "dense" and doesnt let the viewer see the proper sky color I wanted.
Quote from dissonanceMaybe lessen the contrast a bit? There's too much disparity between the yellow and green hues, IMO.
Yeah I tested that out.. it starts getting really discolored looking.
Quote from Nz-NexusIf you add a mountain or a windmill to the skybox I will belive you
I dont want a windmill, and I already tried mountains (looked wierd as they were so plain).
What would I highlight? Being a field its pretty hard to pick out certain things besides trees (and the house back there). Ill try and adjust the HDR, but it hasnt been blown out yet (youll know when its really been blown out). Right now its just bright.
Edit: I think this looks good:
Well you cant put HDR in certain areas, so its just everywhere when out in the sun.
Heres some desaturated grass:
[Blocked Image: http://img129.imageshack.us/img129/1887/grassfield00014jq.jpg]
It does look better, but it somewhat loses atmosphere.
Quote from JynxDaddyDid you make the skybox/rainbow effect btw?
I did the rainbow but the skybox texture is from cs_militia.
And yes it doesnt look like a real field (as real fields arent super bright and yellow), but I still think it looks quite good. Ill see what I can do about the brightness of it. Also, the bright grass seems to give it a very vibrant felling.
Screwin' around ![]()
I was messing with the detail sprites for around 2 hours trying to get the texture, size, color, density and type of sprite all set so that it looked good. What I posted was probably the best I could do (unless I went and created my own detail sprites, which I dont think would work well anyways).
Heres a picture of the soopa-dense grass:
http://img208.imageshack.us/img208/9094 ... 0008fy.jpg
As you can see, less is more ![]()
[Blocked Image: http://img218.imageshack.us/img218/136/grassfield17zp.jpg]
After alot of messing with the grass, it finally looks good.
Assign some info_lighting entities to the props so that theyre dark.
The other thing I was talking about (took a stab at an outdoor area). IMO Source doesnt do outdoors very well.
[Blocked Image: http://img136.imageshack.us/img136/8479/grassfield1zl.jpg]
Quote from ErraticThat's very cool. The clean textures work really well. Got another shot of that by any chance? Would be cool to see more of it.
Heres another shot from the turn at the end of the first shot (not as good, but thats why I didnt post it
):
[Blocked Image: http://img496.imageshack.us/img496/2434/mall24oa.jpg]
The mall only took around two days for the geometry, and the models/textures for it took another day, so its pretty incomplete.
Ill have a shot of another thing im working on soon.
Submitted this in a screenshot competition
[Blocked Image: http://img363.imageshack.us/img363/24/mall4wh.jpg]
No idea if ill finish the actual map, though.
Yeah youre probably right.