aaaaasdasdasdasdasda Posted September 13, 2014 Report Posted September 13, 2014 I was basing it more on this and this It's the seedbank thing in Norway, pretty cool place. I think what was missing was a proper texture, so I came up with this: Sprony, 1488 and Vaya 3 Quote
Vaya Posted September 13, 2014 Report Posted September 13, 2014 Are you re-adding the supports? I think it needs something to break up the texture. Quote
gotcha Posted September 13, 2014 Report Posted September 13, 2014 (edited) I was basing it more on this and this It's the seedbank thing in Norway, pretty cool place. I think what was missing was a proper texture, so I came up with this: Holy crap, I am using the same pics as reference for my map It'll be set in an vault for nuclear waste. I'm gonna post some screens when I'm back on my computer. [Edit:] Back with a pic (early WiP): Edited September 14, 2014 by gotcha Quote
tomm Posted September 15, 2014 Report Posted September 15, 2014 (edited) Posting this here hoping someone can help me out I've modelled the warehouse construction and this is what it looks in-game.. notice some parts are very dark for some reason. what I've tried so far: split up the model into different parts - didn't help cut out parts of the mesh that were intersecting some brushes - didn't help tried moving around light origin - there was a little difference, but it was still very dark different map compile options(static prop polys, static prop lighting) - basically I have no idea what I'm doing, it ended up being super bright.. not cool tried to mess around with static mesh properties, disabling shadows, vertex lighting, no difference pls halp! Edited September 15, 2014 by tomm Quote
Pampers Posted September 15, 2014 Report Posted September 15, 2014 try and set the light origin to a model that is lit correctly Quote
tomm Posted September 15, 2014 Report Posted September 15, 2014 Shit I'm so dumb, solved it right after I posted my problem. basically add more geo if your prop looks like shit. Quote
selmitto Posted September 15, 2014 Report Posted September 15, 2014 Shit I'm so dumb, solved it right after I posted my problem. basically add more geo if your prop looks like shit. ? Care to elaborate to a fellow noob? Quote
tomm Posted September 15, 2014 Report Posted September 15, 2014 (edited) Shit I'm so dumb, solved it right after I posted my problem. basically add more geo if your prop looks like shit. ? Care to elaborate to a fellow noob? source uses vertex lighting, so you need vertices that can receive lighting information and my geometry had literally none, only a flat surface was exposed to lighting and well, it hardly received any. at least that's how I understand it, maybe someone more experienced can enlighten us. Edited September 15, 2014 by tomm TheOnlyDoubleF, Vaya and Squad 3 Quote
selmitto Posted September 15, 2014 Report Posted September 15, 2014 (edited) Shit I'm so dumb, solved it right after I posted my problem. basically add more geo if your prop looks like shit. ? Care to elaborate to a fellow noob? source uses vertex lighting, so you need vertices that can receive lighting information and my geometry had literally none, only a flat surface was exposed to lighting and well, it hardly received any. at least that's how I understand it, maybe someone more experienced can enlighten us. [image] Cool. Could you share the before/ after lighting? Edited September 15, 2014 by Al Anselmo~Intelect0 Quote
tomm Posted September 15, 2014 Report Posted September 15, 2014 Cool. Could you share the before/ after lighting? sure, I'll keep the images in links, don't want to spam this thread anymore. before / after selmitto 1 Quote
leplubodeslapin Posted September 16, 2014 Report Posted September 16, 2014 CSGO needs the recent lightmap system for models made for TF2 ... http://forums.tf2maps.net/showthread.php?t=23288 Quote
ElectroSheep Posted September 16, 2014 Report Posted September 16, 2014 Wooohooo !! Source just learn how to make fire !! o/ leplubodeslapin 1 Quote
Spherix Posted September 16, 2014 Report Posted September 16, 2014 Quite surprised to see no posts about this gem yet that I ran across on Facepunch: "ParallaxTest" { "$basetexture" "nicoreda/brickwall1_pa" } Basetexture have: RGB + Alpha = Diffuse + Heightmap If I may link: http://facepunch.com/showthread.php?t=1250104&p=45897957&viewfull=1#post45897957 Deh0lise, TheOnlyDoubleF, melc311 and 3 others 6 Quote
cashed Posted September 16, 2014 Report Posted September 16, 2014 Im going to try that on a brick I made for de_fuel Quote
ShockaPop Posted September 16, 2014 Report Posted September 16, 2014 Quite surprised to see no posts about this gem yet that I ran across on Facepunch: "ParallaxTest" { "$basetexture" "nicoreda/brickwall1_pa" } Basetexture have: RGB + Alpha = Diffuse + Heightmap If I may link: http://facepunch.com/showthread.php?t=1250104&p=45897957&viewfull=1#post45897957 According to that same thread, it seems that parallax-shader is unlit. Quote
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