leplubodeslapin Posted September 9, 2015 Report Posted September 9, 2015 It's like the worst readability possible for a CS:GO map... :/ Quote
Vaya Posted September 9, 2015 Report Posted September 9, 2015 It's like the worst readability possible for a CS:GO map... :/Only if you don't use the streetlights etc enough.https://www.flickr.com/photos/marcusuke/4808438843ground here is v. visable , yeah? Quote
leplubodeslapin Posted September 9, 2015 Report Posted September 9, 2015 To be honest really no, it's a bad readability i think, because there are too many things that attracts attention. And i just don't see any way to stick to this art and get proper readability for a "competitive level". El Moroes 1 Quote
El_Exodus Posted September 9, 2015 Report Posted September 9, 2015 @LATTEH I'm curious why you changed the light settings again. Didn't you like the sunset setting? Quote
LATTEH Posted September 9, 2015 Author Report Posted September 9, 2015 (edited) @LATTEH I'm curious why you changed the light settings again. Didn't you like the sunset setting?I did, but I was having trouble trying to making the environment light and all the lighting from the sign look good together. I just started experimenting with different times of day (mostly close to dusk, didn't try night or anything) to give a brighter look without it looking washed out like the old settings did. (had to really brighten the ambient so there would be more readability)Plus I wanted to use the dynamic shadows. I'd like to see a darker skybox and the lights being used more. Like the below ss for sleeping dogs: I have a night skybox that I made. I could try out a night environment and post the results. I like doing lighting Edited September 9, 2015 by LATTEH Vaya 1 Quote
Radu Posted September 10, 2015 Report Posted September 10, 2015 What reflectivity do your textures have? Quote
LATTEH Posted September 11, 2015 Author Report Posted September 11, 2015 (edited) Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.If a lot of people like both. Ill just make another workshop submission for the night version. What reflectivity do your textures have?I don't know I just imported all the textures with the default settings. Edited September 11, 2015 by LATTEH Veeblur, will2k, tomm and 6 others 9 Quote
Vaya Posted September 11, 2015 Report Posted September 11, 2015 I think that looks a lot better. I understand where plubo is coming from though..maybe we need to playtest? LATTEH, Squad, tomm and 2 others 5 Quote
Squad Posted September 12, 2015 Report Posted September 12, 2015 Nighttime is a lot more atmospheric for sure, but it'll need some additional lighting here and there to improve readability. For example, some proper streetlights in the second picture.As Vaya said, a playtest might be in order LATTEH, El_Exodus, tomm and 1 other 4 Quote
Radu Posted September 12, 2015 Report Posted September 12, 2015 I don't know I just imported all the textures with the default settings.Check the ground textures for their reflectivity. You might just need to increase it a bit - $reflectivity "[0.90 0.90 0.90]" or $reflectivity "[1.0 1.0 1.0]" It should help with darker areas without needing to add more lights. Vaya and LATTEH 2 Quote
will2k Posted September 12, 2015 Report Posted September 12, 2015 Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.If a lot of people like both. Ill just make another workshop submission for the night version. Excellent work so far LATTEH, the visuals and realism factor are top notch .The theme you chose works best in a night setup in my opinion; I went back to previous pages in this thread to check the daylight version of the screenshots and as I suspected, the street/signs details tend to blend with daylight and bright ambient light, making the scene look a bit dull, color-wise.To make it work for a night setup, you'll need more lights as Squad mentioned.What I suggest is to divide your composition in "thirds" and work out the lighting from there. In the screenshot I quoted above, the composition can be broken into 3 parts: the ground level, the 1st floor and the 2nd floor. You'll need to boost the lighting on the first 1/3 of the composition by using strong spot lights (street lamps) and more lights emanating from storefronts and signs. This will improve readability and player silhouetting as well as enhance the various street details and signs.The other 2/3 of the composition will be dimly lit (or not lit at all for the 2nd floor); this will create a nice contrast between lower levels (playable area) and upper ones (non playable), and will keep players' focus on ground level where all the bright lights are and prevent the eyes from wandering to upper floors and be distracted.I believe it's worth a shot to try tweaking the night settings as I think it will enhance the chosen themeIn any case, the map looks really pleasing and polished; excellent work El_Exodus, jackophant, Squad and 4 others 7 Quote
LATTEH Posted November 1, 2015 Author Report Posted November 1, 2015 Any Updates?Sorry, I've been busy. I'm still working on it I might update the workshop with the latest changes I've done tonight. (ill post here If I do) Quote
LATTEH Posted November 14, 2015 Author Report Posted November 14, 2015 Any Updates?Lol sorry it took a week. I uploaded the latest version I had. (still needs some more work, just polishing and more optimization) http://steamcommunity.com/sharedfiles/filedetails/?id=504042679 Quote
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