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Posted

Thanks all!

 

I liked it before but it's just my own preference (i liked the contrast of warm colors outside to define the A area vs. cool shaded colors inside to define B). Also, the blue lighting really reminded me of the feeling that I was in an actual aquarium.

 

On the other hand, I already managed to find some nice smokes from outside-to-inside/visa versa. I'm sure the windows could come in handy for a lot of outside-to-inside smokes (if possible).

 

I like SpronyvanJohnson's idea for compromising. 

 

The skylights are not breakable at the moment and I don't think they'll be. The angle is too steep for grenades and func_breakables require a fair bit of resources.

 

I'll probably try Sprony's suggestion about removing some of the skylights.

 

You know, you could swap models from the func_fish_pool with other stuff...

 

...

 

Use fish.

 

Yeah, I've switched some fish with a placeholder model before. Just need a couple of different fishes.
Also, I noticed it looked weird with larger models.

Posted

 

The skylights are not breakable at the moment and I don't think they'll be. The angle is too steep for grenades and func_breakables require a fair bit of resources.

 

Aw that's a shame. :sad:  I found some nice smoke throws from near CT spawn and A that would land right at that T entrance into that lobby entrance area at B. Also found some nice smoke throws into B for T's over that giant rock.

Posted

You could just use one breakable for the high skylight, as I'm sure in the heat of battle nobody would notice you hadn't made an individual one for each pane of glass. Either that or make it a func_illusionary so nades can just pass straight through it. I guess it depends how awesome the nade possibilities are. :o

  • 3 weeks later...
  • 1 month later...
Posted

dust-off.jpg

 

Been a while since I posted an update, so here we go.

 

Mapcore easter egg  :-D

 

QFQBGog.jpg

 

Redone the enclosure on the left. I've moved it up a bit, so it's more visible. Supposed to be for meerkats!

 

imjkNTD.jpg

 

I've removed the water now, like as it has been drained for maintenance or something like that. Main reason is it is difficult to make it look good (the water was "faked").

I'll probably have to make some changes to the parts where you can go from the path into the enclosure now. There are a bunch of wooden planks acting as a bridge on one side now.

Rocks in the water could be removed completely, so going from A to the path would be a double jump. Not sure about this yet.

 

6XQMuDq.jpg

 

Cut back on the lightshafts and skyglasses at B. I hope this is better now :)

 

oKmaoIy.jpg

 

nfxYcYi.jpg

 

This is a lighting error that has been bugging me for a while now. I've tried all different prop_static parameters now, but I can't seem to fix it. This rock model looks fine on one side, but the lighting is off on the other side.

Anyone has any idea what is causing this and how to fix it?

 

XWmW1Cg.jpg

 

fJolatq.jpg

Posted

Looking good m8.

 

As for the last part, doesn't it look like the classic "I'm a model so I'm only lit in one way" issue? I would consider adding rock models to the more sunny side that can have sunny lighting on them. :P

Posted

This is a lighting error that has been bugging me for a while now. I've tried all different prop_static parameters now, but I can't seem to fix it. This rock model looks fine on one side, but the lighting is off on the other side.

Anyone has any idea what is causing this and how to fix it?

 

Is it inside skybox brushes? might be that, maybe trying to put it in the 3dsky instead (recompile in scale 1/16)?

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