text_fish Posted December 18, 2014 Report Posted December 18, 2014 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. Quote
Spherix Posted December 18, 2014 Report Posted December 18, 2014 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. Quote
Vaya Posted December 18, 2014 Report Posted December 18, 2014 Those rounded corners are actually kind of fucked in the current official Dust2 as well. I noticed yesterday. Quote
blackdog Posted December 19, 2014 Report Posted December 19, 2014 I used to be an official mapper for the specialists (damn i miss that mod). I was wondering! Quote
Spherix Posted December 20, 2014 Report Posted December 20, 2014 (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 So... the official version of de_dust2 is full of texture sloppyness... My lighting and compile settings just made them more obvious. More found in 30 seconds: http://imgur.com/a/cKBr9 Edited December 20, 2014 by Spherix Vaya and Squad 2 Quote
Vaya Posted December 20, 2014 Report Posted December 20, 2014 told you! Maybe mask with a snow-themed overlay? Quote
Spherix Posted December 20, 2014 Report Posted December 20, 2014 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. ESToomere 1 Quote
will2k Posted December 21, 2014 Report Posted December 21, 2014 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 . 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. Squad and aaaaasdasdasdasdasda 2 Quote
Spherix Posted December 21, 2014 Report Posted December 21, 2014 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: 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 Niller^.-, Pampers, DrywallDreams and 6 others 9 Quote
Pampers Posted December 21, 2014 Report Posted December 21, 2014 maybe you could add some warm light in some of the windows and in some lamps next to doors ⌐■_■, blackdog and Deh0lise 3 Quote
ESToomere Posted December 22, 2014 Report Posted December 22, 2014 Realised the skybox is super deserty and instantly killed the immersion. TheOnlyDoubleF and Spherix 2 Quote
Spherix Posted December 22, 2014 Report Posted December 22, 2014 Correct, one of the many things I'm addressing over the week , haha Quote
ESToomere Posted December 22, 2014 Report Posted December 22, 2014 Correct, one of the many things I'm addressing over the week , haha I remember I made a blue version but it got compressed to shit. Quote
Stiffy360 Posted December 22, 2014 Report Posted December 22, 2014 Don't compile LDR, LDR is completely and utterly unused. You can also probably func_detail half the brushes in the map. 'RZL 1 Quote
'RZL Posted December 23, 2014 Report Posted December 23, 2014 Yanzl and I are working on a resort themed map and we would love to read what you guys think about it so far? We're currently thinking that the map looks too clean right now and we're wondering what could be done to make it look more alive, any suggestions? leplubodeslapin, esspho, Squad and 27 others 30 Quote
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