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  3. laminutederire

Posts by laminutederire

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 4, 2015 at 9:32 PM
    Quote from pjw0

    Two things stand out in the screenshot. First, the walls are way too thin. Second, light seems to be bleeding across the floor and ceiling past the walls, maybe the walls have been tied to an entity (func_detail?) but shouldn't be, or maybe the walls don't actually touch the floor or ceiling.

    It's normal there's a certain gap at the top, it is a test I'm working on to see if it can have a benefit gameplay wise to be able to throw nades through these, and these are func_detail because it speeds up drastically compiling and since the map is under development it saves me some time. About the wall I know it is supposed to be 10 cm thin which isn't that thin, but I think I'll double the thickness of these walls, but I'm focusing on lights to have a sufficient readability, so players can test it

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 4, 2015 at 1:18 PM
    Quote from pjw0

    Example of window lighting using only light_spot (x2). I used toolsskybox behind the windows to make the windows visible, because with measuregeneric (dark grey) and weak lighting, there is about zero light coming back to the windows. There is no light_environment, the light only comes from light_spot.


    http://imgur.com/a/H3yPS


    VMF attached.

    I managed to do something like that based on your idea, and it's a lot better than it was better so thanks

  • [CS:GO] [WIP] oldtown

    • laminutederire
    • May 3, 2015 at 4:22 PM

    I'd help you for free, so let me know when and if you want help, but the hardest part will be to have the weather match Riga's one! About your map, I think that, as is there won't be much problem with people feeling it too "miragy", but I wanted to ask you, is the workshop version up-to-date ?

  • [CS:GO] [WIP] oldtown

    • laminutederire
    • May 3, 2015 at 3:08 PM

    I'm not that experienced but I can help you if needed, because I have fond memories of Riga, and it will be so cool to have this type of building in a map!

    However I do not have a clue about how 3ds max work I have something else,but I understand many people here are experienced with it so someone could help you a bit I guess!

  • [CS:GO] [WIP] oldtown

    • laminutederire
    • May 3, 2015 at 9:21 AM
    Quote from Tensei

    This is something i once wanted to make, but i realized that it's impossible in my case. Atleast now.

    http://commondatastorage.googleapis.com/static.panoram…al/62730206.jpg

    http://upload.wikimedia.org/wikipedia/comm…la_2a,_1906.JPG

    http://upload.wikimedia.org/wikipedia/comm…a_iela_8_01.JPG

    http://www.urbancentre.net/Highslide%20Si…dings_00011.jpg

    These are from Riga, aren't they ?

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 2, 2015 at 6:48 PM
    Quote from pjw0

    Constant and linear attenuation will look much brighter than quadratic at most distances, because the quadratic light field is strongly concentrated toward the middle. So, when you change from 100% quadratic to something that is more linear, you may be able to reduce the brightness a lot. A different way to see it is that because quadratic falls off so quickly, you have to make it overbright to compensate, which is why it looks bad if there are any objects close to it.

    I don't know about PBR, but light_spot produces a cone of light, which can have a very sharp edge (if inner/outer angles are close together) or fade out very gradually. So if you make it not-too-bright and make the outer angle very wide and the inner angle narrow, it should be a reasonable fake for light coming from a relatively small window, and will not affect anything behind it (outside) directly.Thanks I seriously hope source 2 will feature a preview to adjust quickly lights though!

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 2, 2015 at 6:26 PM
    Quote from pjw0

    The links posted by AkatsukiUK and Squad above should be very helpful.

    A few other thoughts to add/reinforce:

    Lighting attenuation is important to understand in Source engine (quadratic, linear, constant properties). This is the main article: https://developer.valvesoftware.com/wiki/Constant-…adratic_Falloff

    Remember from algebra/calculus: limit as X approaches infinity, only the highest powered exponent is relevant. Quadratic (X^2) is much more powerful than Linear (X). When you want to get something in between quadratic and linear, the linear coefficient will need to be larger (i.e. 1:1:0 will be barely different from 1:0:0).

    Most of the time, linear looks better than quadratic or constant, especially for 'light' entities indoors.

    You should be able to get a lot of environmental light inside, depending on how big your windows are. Running VRAD with '-final' option (=== '-extrasky 16', see https://developer.valvesoftware.com/wiki/VRAD), or -extrasky at 4+, will help the light coming through windows to be less patchy (smoother). Making the light_environment stronger will also help get more light inside.

    Texturing the ground outside, especially with a bright texture, will help probably much more than you think. Light bounces off the ground, so the difference between the ground outside the window being nodraw or bricks or grass will mean a big change to the light bouncing onto the windowframe and the ceiling near the window. Having a pale-colored ceiling (bright, desaturated) may multiply this by having this light bounce more inside.

    You could 'cheat' with your windows by putting light_spot entities in them, facing directly into the room (perpendicular to the window). I've never tried this, but if you match the skylight color, or the overall color of the view out the window, use low brightness, and leave a big difference between the inner and outer angles, it seems like you should be able to get a good effect. You could even use two, one pitched up slightly and the other down slightly, colored with the color of the sky and the color of the ground.

    Display More

    The last idea you mean like you do in PBR software when you have your windows with an emitter propriety?The trouble I had with linear or constant attenuation was I had trouble having it not too bright but thanks I quickly tested one of your idea and it looks better thank you

  • What's going on with your life?

    • laminutederire
    • May 2, 2015 at 2:16 PM
    Quote from Vorontsov

    Being 16 is much scarier yo

    Don't worry time flies fast

  • What's going on with your life?

    • laminutederire
    • May 2, 2015 at 12:30 PM

    I know it will but it makes you think

    Well thanks I'll post something here if I succeed doing something worthy:)

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 2, 2015 at 12:08 PM

    Thanks

  • What's going on with your life?

    • laminutederire
    • May 2, 2015 at 12:06 PM
    Quote from Vaya

    In what way?18/19/20 were the best years of my life. Drinking and Snowboarding as much as possible, Now I don't drink and barely get to go snowboarding Because you begin to acknowledge the fact that while you guys have an established and well deserved career, we may not have the same chance because the world is heading to a massive crisis and it should be right about the time we finish our studies

    You're over thinking it- The economy is on the mend just now (so the media says, seems no different to me either way...) but also whatever happens with it is out of your control. Just do the best you can with your studies and have fun.It's tough having fun when you see your father going home crying because he was fired!

    Well yeah I hope next year my studies will allow me to have some free time to finally finish my first map !

  • What's going on with your life?

    • laminutederire
    • May 2, 2015 at 11:30 AM
    Quote from Vaya

    In what way?18/19/20 were the best years of my life. Drinking and Snowboarding as much as possible, Now I don't drink and barely get to go snowboarding Because you begin to acknowledge the fact that while you guys have an established and well deserved career, we may not have the same chance because the world is heading to a massive crisis and it should be right about the time we finish our studies

  • What's going on with your life?

    • laminutederire
    • May 2, 2015 at 9:14 AM

    If it comforts anyone, being 19 nowadays is really scary!

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 2, 2015 at 8:27 AM
    Quote from Squad

    Interlopers - Advanced Lighting: http://www.interlopers.net/tutorials/17779

    Interlopers - Lighting Tips & Advice: http://www.interlopers.net/tutorials/29797

    Interlopers - Spotlights: http://www.interlopers.net/tutorials/1780

    Definately also the one that AkatsukiUK posted.

    Furthermore, do check out official maps (also the little less known maps like militia) to see how it's done. Don't be afraid to decompile maps (also custom ones) to check how lights entities are set up.

    Can I check yours? Because I tried with office interior lights method but since the mood was quite different, and what I want to do is closer to what you did Oh and also I discovered workout is an interesting map to check out thanks to the generosity of its creator

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 1, 2015 at 11:22 PM
    Quote from AkatsukiUK

    hehe it was more slow than painful. With every version change I would check each lit area in-game with a friend, and then adjust/circle lights in my notes that needed adjusting. I would definitely say that this appears to be the Source engines biggest drawback and outdoor levels always look great when lit even with dev textures.

    The pain is that you have to compile each time you want to change something

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 1, 2015 at 9:09 PM
    Quote from AkatsukiUK

    I recently just got my level to a solid release stage that is indoors only. I made it to challenge the editor in creating indoor environments. It is really hard to light well.

    Fairly new to Hammer myself I looked at how a lot of the official maps were lit. Now of course they all have outdoor skyboxes, but maps like Office have quite a large section indoors.

    You will need more lights than what would seem sane in some areas to really light the level realistically. I found using light_spots in conjunction with the normal lights worked well. Office employs the same process. The other thing I would look at experimenting with is the 'falloff' settings in the lights properties. This allows you to take a single light source and expand its influence outwards or inwards by a specific amount.

    This topic is really handy, something I bookmarked early on

    Lighting Tips

    Hope this is of some help. My level is de_subliminal if you fancy checking it out.

    Display More

    I checked it out when you posted in the work release section, your level should have been more painful though, since yours do not profit from exterior light

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 1, 2015 at 9:04 PM

    Thanks everybody I asked also because I have trouble with curved areas!

  • Need advice for indoor lightning in source engine

    • laminutederire
    • May 1, 2015 at 7:10 PM

    I have to admit I'm a newbie in mapping, but it seems it is really different and more difficult to have a natural lightning in the source engine, than it can be with pbr software. For outdoors areas, there not so much issues, but for indoor areas outside light does not suffice and I always have to add some more lights, but it isn't quite believable though. I don't know if I explained it right, but I wondered if you guys had any tips for me because the documentation I have found is more helpful to build good old industrial maps if needed I can post screenshots.

    Thanks in advance to you all

  • Buying a gaming laptop :o

    • laminutederire
    • April 29, 2015 at 8:58 PM

    It's normal it produces that much heat, I was skeptical at first, but then I had a physics exercise on that yesterday, and well thank god for the cooling system microchips and all that stuff wouldn't last for long otherwise!

  • MapCore CS:GO Team

    • laminutederire
    • April 29, 2015 at 11:41 AM
    Quote from DooM

    If and when we have a 5v5 I can record a demo if you like? (assuming I'm playing)Well yeah but otherwise I can just add one of you and check out how good players play without you moving a muscle Demo from today's 5v5, only my POV unfortunately. https://www.mediafire.com/?3w6qwxg5jjjyo3zThanks, will download it asap

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