Would it be insulting if I said it looks like a poop I took the other day? HONKS
Posts by JeanPaul
-
-
Looks badass
The lighting is really bland though
-
You need to complete this before DoD:s completely dies
-
That was very well done
Had me down to 1 health a few times

I do agree though, that skybox is horrendous in some areas
-
Fuck yeah going to play now
-
Girl you need to be out getting dudes and like bitching about what Samantha said to tony in the mall the other day OMG like seriously?
-
It'd be nice to see an insurgency map that isnt "OMG DUST BROWN DIRT TAN SAND DUST"
I like the inferno style you have so far
-
That texture alignment

-
-
Pretty sweet.
Cubemap error in first shot though
-
Are those meat chunks ragdolls? And if so, how did you get them to realistically sway/react when shot at?
-
Quote from Satyre
Thanks guys
I don't know how to set up that kind of thing.
Before anything else, worrying about realism in DoD is something I will never understand. :megamon:
1. get the light prop, I have no clue where it is
2. set it to the "on" skin (2 or 3)
3. find the angles of where the bulbs are pointing and place a light_spot accordingly (this is generally speaking)
4. set the light color to around a light yellow with a just a hint of orange (dont know if the old military lights were a tungsten or not as opposed to the modern day pure white [mimicking daylight with a color temperature of around 5000-6000 kelvin]) here I am ranting about color tempurature of light spots after telling you not to worry about realism in DoD

the next few steps depend on placement of the light and where its casting
5. set the brightness to around 800-1000
6. set the constant to about 10000
Constant is how far the light will cast, in inches. So the higher the number the longer it will cast. Also, if you set it really high in certain areas, you will never see the light falloff because of how high its supposed to go before dimming out. The light_spot's cone should help with this. If you notice how the cone has 3 color brightnesses and how they turn to one solid color if you set the constant to 500000. Thats because the brightness falloff is too far for you to see/hammer to show. So hypothetically if you were to set the constant to infinity (not possible) the brightness you set will be cast for ever without ever becoming less bright. Changing the constant is very helpful in situations of strong spotlights because of the control you have over it rather than just setting the brightness to a stupid high level (which is what I see most of the time in maps)
Ohhhhhh, then change the lightmap down on the surfaces of which have shadows casting on them and hot damn you will have some source engine sexiness.

Anywhoo, hope that helps. I normally wouldnt post something like this but you seem rather competent in what you are doing here, so why not.
-
Some properly placed military flood lights would look incredible
-
That fog is really not cutting it.
Either increase the ending distance by a lot or change the color to that light blue at the middle top of the first screenshot or do both
-
Looks pretty awesome
Lets just work on the whole it being an FY map thing
-
What are barb wire fences and suspended walkways doing in an asylum?

-
Your architecture is very unrealistic.
If you want a good reference, use Dm_killbillybarn from Unreal Tournament 2004

[Blocked Image: http://teddie.beyondunreal.com/images/UT2004/screenshots/DM-CBP2-KillbillyBarn.jpg]
-
Uh oh
I see a lot of 128 unit tall walls! Remember that TF2's scaling is different from all other valve source games
-
Not bad, are you just using TF2 textures?
-
Wait I just looked at the shots again
Why the fuck are there car tire sized fruit scattered all about?