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[WIP] [DoD:S] my first map : dod_corianso


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Posted

Thanks guys

Some properly placed military flood lights would look incredible

Thank you JP.

I used to have a discussion about that in a French forum and I don't know how to set up that kind of thing. Indeed I try to do something as realist as possible and I think to set up any spotlights would be quite out of place... I mean, the context is the following one: the town has just been bombarded to allow allied's landing on the beach. Why would Axis lit the sea? or why would Allied lit the town?

In fact, I'd like to use some fire sprites to bring light on by setting up blazes... but the standard fire sprite doesn't fit well and I don't know how to make animated sprites (quite like this)

Presently, I think I won't change the lighting. I'll work this out later ;)

However, if you have any ideas in mind, I'll look forward them :)

Posted

Thanks guys

Some properly placed military flood lights would look incredible

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 :P

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. :v

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.

  • 1 month later...
Posted

Thank you JP, I will try that on the seaside part.

I'm currently working on the middle of the map. I still have a couple of things to change but it would be finished pretty soon :)

coriansomiddle.jpg

coriansoruine.jpg

Also, I've planned to edit the atmosphere a little bit, I find the current one too dark to be played. I will probably change the sky as well.

I'll post new shots as soon as possible :)

Posted

Those spotlights arent illuminating anything though

Yea, but the goal of those spotlights isn't to lit the ground or such, they're anti-aircraft searchlights.

Searchlights were used extensively in defense against nighttime aerial bomber raids around the time of World War II. In particular, pairs of searchlights spaced a known distance apart were used to determine (via triangulation) the altitude of enemy bombers, so that the fuses on anti-aircraft flak shells could be set appropriately for maximum effect. In addition, the lights may have blinded bombardiers using optical bombsights.

:)

Posted

yeah, but you have to keep in mind the light propagation, and light bounces. Just because It's pointed towards the sky, it doesn't mean it wont illuminate a little bit the surroundings, even the floor is a little bit lit up

:)

LHS_2007_2.JPG

Posted

If you think a 100,000,000 candlelight spotlight is going to illuminate directly forward and nothing around it, then you have lost your mind

um, reflectors? there's gonna be fall off no doubt, but how much of it depends entirely of the specific reflector and how dirty the glass is

Posted

":2jlady6b]yeah, but you have to keep in mind the light propagation, and light bounces. Just because It's pointed towards the sky, it doesn't mean it wont illuminate a little bit the surroundings, even the floor is a little bit lit up

:)

http://www.searchlightsnh.com/LHS_2007_2.JPG

I'm going to try something like this ;)

i guess it depends on the angle too...

that depends on the lens and the brightness around as well.

If you think a 100,000,000 candlelight spotlight is going to illuminate directly forward and nothing around it

Certain type of laser can do that ^^

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