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Posted

I'm surprised decompiling even keeps instances in-tact to be honest! I assumed you would have used the D2 example VMF that comes with Hammer.

 

I only mentioned instances because I've seen collapsing them do some pretty weird things.

 

I guess another thing to check would be that there are no collision meshes in the 3D skybox, as this can supposedly cause weird lighting glitches (though I've not seen this myself) and I can imagine either a decompile or instance collapsing might mess with those sort of settings.

Posted

Decompiling doesn't actually read a func_instance, since it's contents are incorporated into the same file upon compiling. Instead, the contents of the instance are in the normal vmf file without losing data. 

 

I've also checked a number of brushes' coords in the raw vmf to see if there were any rounding errors due to the decompile, that doesn't seem to be the case.

 

What exactly do you mean by collision meshes in the 3d skybox? It's unchanged from the original as well.

Posted (edited)

 

How would I get rid of these lighting errors?
 
Compile options used for light_exe: -ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
 
 
9ZqkMj1.jpg

 

 

So... the official version of de_dust2 is full of texture sloppyness... My lighting and compile settings just made them more obvious.

 

12NdVhv.jpg

 

More found in 30 seconds:  :shake: http://imgur.com/a/cKBr9

Edited by Spherix
Posted

I'm fixing them..I must've altered over a 100 surfaces already.. It's a mess. They also have a lot of _bottom textures without a normal map, and then the top part has one, which makes the oddities shown in the other screenshot I've posted before. Might be intentional, but it sure looks odd when you take the time to look at the map properly.

Posted

 

How would I get rid of these lighting errors?
 
Compile options used for light_exe: -ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
 

CSGO does not like ldr; compile with -hdr keeping all other vrad parameters.

 

Texturing and brushwork on official maps has always been more or less of a mess since the early days of CSS; If you check the CSS versions of dust/dust2 or italy, you would cringe and if you have OCD, you will fall off your chair :D. Recent maps in CSGO (cbble, overpass, mirage, train) are way better compared to earlier maps.

 

One way to deal with those corners is to ALT+right click to make sure textures are perfectly aligned then use smoothing groups with a lightmap scale of 8 to evenly spread the light around all faces.

 

It would also help if all textures on the corner have more or less the same attributes in the vmt (normal map, specular, tint..) otherwise you will get those differences especially after building the cubemaps.

 

Finally make sure that no func_detail is partially inserted inside another brush as this would also cause black-ish tints on parts of your brush nearest to the location where it goes inside the other brush.

Posted

I've all the texture/lighting issues sorted, even a LDR compile is no longer an issue :) Had to align hundreds of surfaces, also made some alternative VMT's without the normalmap to match the rest of the wall segment textures. I've let it run a full HDR+LDR compile in one go, took a good 13 hours only to find out I made an error with an areaportal; yay.

 

Adding a little extra holiday flair now I have to recompile anyway, this is it's current state:

 

uGcRM7Z.jpg

n9rsIgK.jpg

 

More here; http://imgur.com/a/QRATj

 

All I need now is a modeler to help me with the arctic avengers as the version I have of them is incomplete and therefore buggy  :rolleyes:

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