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Posted

Ok just did another compile with some fixes and some detail additions. Still some lighting troubles in here. Im getting some wierd lighting on some models. Anyone know why?

I also removed the rails from that interior room as I believe they were getting in the way. And I have tried a new light environment pitch and colour, and I believe it is working quite well.

cascade15.jpg

New and Improved Lighting environment, wierd lighting on models. Anyone know why?

cascade16.jpg

Improved internal area, still gotta get that lighting tweaked right, plus some more details need to be added.

cascade17.jpg

Skylight type things adding in some colour of the light_env, little raised platform thing now has more detail... AND BARRELS!

cascade18.jpg

Another outdoor shot, just showing off the lighting and shadow.

I really like good CNC guys, I want to make this map rock visually and then I can make sure I can make it rock gameplay wise.

Posted

I think you have one two many trees up on that little cliff :o

the new shadows are very nice~

Also make some of those barrels explosive :) so you can grab them down and blow people up you know how it is :P

sorry Ive been eating peanut butter :(

Posted

To get around your models lihting up wierd, use info_lighting entities placed in locations you want your models to be lit from, and set these as your prop's light origins.

Changes look good, though I kinda like the handrails. Can see how they might impede flow, so I guess it might be best that they are gone.

Posted

Outdoors looks much, much better now, though I stille feel it could do with a a grassy texture instead of that one you're using now. Might just be me though. Shaping up very nicely indeed. Makes me wish I could map for HL2.

Posted

Ok just did as mino suggested and stuck in another wall texture. Looks better. Still more detailed needs to be added.

cascade19.jpg

Also ReNo I did what you suggested and put in the info_lighting, it still doesnt seem to be working.. Is there anything else I need to do. I put the point next to my light_env.

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