KOLARI Posted March 19, 2015 Report Posted March 19, 2015 Some progress on my aim map. Going to start texturing the temple soon. Anyone know how you can fix lighting bug on my temple door model? It appears black although it is light grey at the moment. I have few other of these kind of lighting problems so if someone knows what is causing them and how to fix them, please help me. MaanMan, tomm, kikette and 15 others 18 Quote
Vaya Posted March 19, 2015 Report Posted March 19, 2015 That looks amazing. Some guy here is making a full MM map in a similar style - you should do a co-lab Quote
El_Exodus Posted March 19, 2015 Report Posted March 19, 2015 Try to use info_lighting. This may solve your lighting problems: https://developer.valvesoftware.com/wiki/Info_lighting will2k 1 Quote
Squad Posted March 19, 2015 Report Posted March 19, 2015 Try to use info_lighting. This may solve your lighting problems: https://developer.valvesoftware.com/wiki/Info_lighting What Exodus said. Looks good so far! Keep up the good work Quote
TheGuma Posted March 19, 2015 Report Posted March 19, 2015 Some progress on my aim map. Going to start texturing the temple soon. Anyone know how you can fix lighting bug on my temple door model? It appears black although it is light grey at the moment. I have few other of these kind of lighting problems so if someone knows what is causing them and how to fix them, please help me. Go to prop settings, tick Disable Shadows as yes. It will not remove the shadows or ambient occlusion, however, it will remove the black blobs that Source makes which look awful. Try, let me know how it works. Looks beautiful by the way, never seen anyone so dedicated to an aim map. You should try turning it into a de_ map sometime. Quote
sevin Posted March 19, 2015 Report Posted March 19, 2015 Kolari, drop an info_lighting in a brighter area and tie it to the door. Quote
KOLARI Posted March 19, 2015 Report Posted March 19, 2015 Thanks for the help, got everything lighting properly I think. TheGumas trick got rid of most of the lighting bugs. Quote
Ahoy Posted March 21, 2015 Report Posted March 21, 2015 (edited) I received permission from yanzl to use some of his props, so I've reworked how the saloon in my yacht looks like. I'm still not completely happy with the way it looks, it still feels off to me despite me reworking the saloon area dozens of times. This is in GMOD not CSGO, so the lighting won't look as nice regardless. Edited March 21, 2015 by Ahoy leplubodeslapin, 'RZL, Vaya and 11 others 14 Quote
blackdog Posted March 21, 2015 Report Posted March 21, 2015 (edited) I've seen this mentioned a couple times already… how come gmod has better lighting?? Edited March 21, 2015 by blackdog Quote
Ahoy Posted March 21, 2015 Report Posted March 21, 2015 I've seen this mentioned a couple times already… how come gmod has better lighting?? gmod has worse lighting than CS:GO because its on an older version of the source engine. Quote
blackdog Posted March 21, 2015 Report Posted March 21, 2015 Yeah that's what I knew, thought he meant that it was looking better now than it would in CSGO Quote
ashton93 Posted March 21, 2015 Report Posted March 21, 2015 Some WIP shots of a Demolition map for CS:GO I'm making. Not much visually at the moment, but I think I have most of the layout nailed down; 'RZL, FMPONE, Parkcityfan and 2 others 5 Quote
Guest Posted March 22, 2015 Report Posted March 22, 2015 (edited) Some WIP screens of an Arms Race (and maybe demolition?) map for CS:GO that I'm working on. It was originally made for Arms Race and Deathmatch although I think it could play decently as a Demolition map also. The layout is mostly "finished", the only large thing I would like to add is a catwalk bridge connecting the two buildings. The rest is mostly just detailing each one of the rooms. I'm currently trying to experiment with ways of getting more color in the interiors and maybe swapping around the lighting. I think I might try out some of the different colored brick textures from the new train with their respective paintswatches to try and break away from the red and gray brick on the inside, but I don't really have a solid plan for that yet . The screenshot of the layout is a bit old but the only thing that has changed is that there is now a catwalkish type thing extended from the upstairs area to the outside of the building. Edited March 22, 2015 by nikkoship Quote
blackdog Posted March 22, 2015 Report Posted March 22, 2015 Impressive amount of dedication for an AR map, well done nikko! Quote
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