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tomm

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Everything posted by tomm

  1. 2 identical materials applied to a flat brush and model, both are lit differently, source ftw.

    1. Show previous comments  4 more
    2. Vaya

      Vaya

      yeah plubo might be able to help more...it's never going to be exact since models and brushes are light different ways, right?

    3. tomm

      tomm

      yeah I guess it makes sense, after all:  brushes - lightmaps, models - vertex lighting

      dunno why I expected them to blend perfectly.

      just use brushes whenever possible.

    4. leplubodeslapin

      leplubodeslapin

      Yes the methods to catch the light for brush and models is different, but it shouldn't catch light with different colors/intensity. It's just that Source Engine does it differently, because it's more fun to make things complicated than easy i guess ?

      This kind of stuff annoys me a lot too :-(

      Good luck

  2. what's wrong with but yeah there's a significant lack of turtles and skeletons.
  3. I think bots are ignoring player clip, they can often get stuck trying to get through.
  4. search m8 https://www.mapcore.org/topic/18696-csgo-phong-on-world-surfaces/?do=findComment&comment=399452
  5. yeah, just export the brushes to .DXF, then import into your 3d package and use it as a guideline.
  6. night != dark your night version is too dark, you can do better. I think night maps should be lit pretty much the same as a daylight map, with just less intensity and a blueish tone. A nice moonlight could add up so much to the map's atmosphere.
  7. tomm

    de_havana

    making this took way longer than I'd like to admit and it still needs more work and optimization, but the toughest part is done I guess.
  8. I think it would be more interesting to make aztec2 or something, same assets, different layout.
  9. tomm

    Firewatch

    "survival" game done right? we'll see
  10. yeah I was referring to the sand garden being a japanese thing but I could be wrong.
  11. +1 sand garden, that water was always bugging me. Although isn't that a japanese thing? Mixing different asian cultures is pretty ignorant and it happens way too often.
  12. just do it man
  13. tomm

    The Beginner's Guide

    Yup, played it and loved it. Everyone should give it a go, seriously.
  14. Thanks for this. I've always preferred using nice low polies with well adjusted vertex normals. Still makes me wonder if there's is a significant performance impact by using more geo instead of normal maps.
  15. say what you want but that ladder animation and defusing console are dope.
  16. loved the first 40 seconds, then I was like meh..
  17. yeah the demo files never work for me.
  18. going from 60 to 144hz must have a significant performance impact, no?
  19. tomm

    [WIP] DE_MUROS

    I just wanted to say that you've nailed the A bombsite, there's just something about it I really like. Probably the elevation on the T side combined with defensive position of the CTs creates an interesting gameplay, I enjoyed it a lot.
  20. tomm

    Atoll

    that's silky smooth, would be nice to see the overview too.
  21. very dark, I suggest playing around with lighting some more, it really makes the map look a lot better, have a look at some of the official maps and look at how they set up their lighting. Also read the newly published articles here about lighting, it's worth a read. good luck!
  22. marketing done well ?
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