Vorontsov Posted May 25, 2015 Report Posted May 25, 2015 Hey it's shaping up, still looks a bit odd and shaky in some places matou, Lizard, FRAG and 5 others 8 Quote
Castle Posted May 25, 2015 Report Posted May 25, 2015 Been working on a Volcano CTF map for UT, been a blast to make (phun intended) I'm a huge Volcano nerd, it's been tough to get the impression of scale, boundaries and sight lines working, particularly when your passionate about doing the theme justice. Rebuilt this sucka 3 times to get to where I am now. It's a blend of facing worlds, Eternal Cave and Lava Giant, to make that old school UT feel. It should be in the official build pretty soon. Dude that looks amazing! ill have to look for it on UT4 forums. Damn! Can you imagine what this will look like with art? It will be fucking insane. Smileytopin, FMPONE and 2d-chris 3 Quote
Smileytopin Posted May 26, 2015 Report Posted May 26, 2015 Not much so far, but rethemeing/starting to detail sideproject. Baggle 1 Quote
gotcha Posted May 29, 2015 Report Posted May 29, 2015 Just a little scene made with the CS:GO SDK:This was my reference: Thurnip, 2d-chris, Squad and 2 others 5 Quote
sevin Posted May 29, 2015 Report Posted May 29, 2015 Geometry looks nice, but it's awfully dark. try lowering the sun angle and intensifying the light it casts. That wood floor also looks like it'd be simple to make into a custom texture. Just take that texture you're currently using and rotate part of it in diamond shapes like that in the middle of it. Could be a cool effect! Quote
gotcha Posted May 30, 2015 Report Posted May 30, 2015 Did some changes to the lighting: Lizard, TheOnlyDoubleF, kinggambit and 3 others 6 Quote
sevin Posted May 30, 2015 Report Posted May 30, 2015 Yeah that looks great. Now for the custom texture! Quote
LATTEH Posted May 30, 2015 Report Posted May 30, 2015 (edited) Heres some of my work in pvkii. my project is to redo the visuals of the classic desertruin. The levels theme will be egyptian ruins close to the river nile. I would like to have some traps and funny hieroglyphs. I made the base textures and pillars so far ,but there still a lot of models to create its a good start though. You can get the mod on steam! http://store.steampowered.com/app/17570/ Edited May 30, 2015 by LATTEH Niller^.-, ChA1NsAw, BJA and 13 others 16 Quote
TheGuma Posted May 30, 2015 Report Posted May 30, 2015 I don't know... I'm getting mixed opinions about this but I still wanted to try it out. Let me know what you think! seba079 1 Quote
sevin Posted May 31, 2015 Report Posted May 31, 2015 (edited) So I was inspired by gotcha's little scene to try and recreate the reference he used as well. I don't have CS:GO though, so I used CS:S.One thing I'm confused about is the light from what I assume to be the sun. It comes around both corners of the hall at different angles and bounces up onto the ceiling a lot. I'm unsure of how to replicate this in source. It looks very flat in CS:S using light_environment. I had to use a 50% linear, 50% quadratic ghost light at brightness 25 near the ceiling to make it seem like light was bouncing more. I don't like faking it. Is this just not possible to in source, or at least CS:S? I know CS:GO got phong shading on world faces awhile back but like I said I don't have CS:GO. Edited May 31, 2015 by sevin gotcha 1 Quote
blackdog Posted May 31, 2015 Report Posted May 31, 2015 I don't understand what you mean about light coming from both corners at different angles Sun is sun, comes from one direction, what might change is the shape of the window, there might be something outside that alters the way the light bounces around… I guess you can only put additional lights inside to simulate. Quote
Klems Posted May 31, 2015 Report Posted May 31, 2015 (edited) Well, light is a complicated thing, you know CS:GO vrad is only an approximation.Light_env has only 2 light configurations, the sun and the ambient. It doesn't take the varying brightness of the sky into account. You can tweak the SunSpreadAngle value, but if you want a realistic simulation you need to set it to the angular diameter of the sun (which is around 0.5°). One thing you can try is to use several light_directional on top of your ambient light. The best would be to add a bunch of them and copy their orientation/color/brightness from pixels on the 2D skybox (that would look so good on a sunset skybox), but doing it by hand is probably good enough. More recent Quake 3 skies are handled like this.For a start I would just copy the sun configuration into 3 or 4 light_directional, desaturate their color slightly, make it a tenth of the original brightness and randomize the orientation by a few degrees. See where it goes. EDIT: also, if your reflected light isn't bright enough, you can manually tweak reflection values inside the VTF (not the VMT). This is used for radiosity, not cubemap/phong. Edited May 31, 2015 by Klems Vaya and LATTEH 2 Quote
sevin Posted May 31, 2015 Report Posted May 31, 2015 This is what I mean by the light coming in at different angles:I'd like to try what you told me about light_directional Klems, but remember I said I'm using CS:S? That's an entity only included in L4D and beyond. LATTEH 1 Quote
blackdog Posted June 1, 2015 Report Posted June 1, 2015 (edited) But that's not light coming in at different directions. Source is sun, direction is one, you can talk about different directions if there are different sources, so artificial.I think that instead of being perpendicular to the window opening, sun is shifted and comes in at angle, allowing more light through one side than the other. Edited June 1, 2015 by blackdog Quote
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