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Posted

Resourceful use of textures, but some of the rounded corners are acting odd like they tend to in CS:GO. Did you set the smoothing groups on these areas, or is it just reacting to lower light on un-parallel surfaces?

corn_er.jpg

Posted

 That's just how the light turned out with default settings for full compile. Was wondering if there was some setting or technique I should be using to avoid that happening.

de_vo_overview2.thumb.jpg.1a9f3b0693f715

Here's the three main routes. Yellow is upstairs so you could drop down to B.  Red is half up half down.  Blue is all downstairs.  The middle area and how it connects definitely looks like a mess if I try to highlight it.  Basically CTs get two ways up and Ts get one.  With another "neutral" staircase for whatever team to move from B to A if they need to get there fast.

Posted (edited)

 That's just how the light turned out with default settings for full compile. Was wondering if there was some setting or technique I should be using to avoid that happening.

You can make the corners into propper_models if you have propper configured. You can also try making them into func_details if you haven't, or increase the 50% and 0% falloff distance to light the wall more evenly (I try to keep these values at increments of 64). And if they're specifically light_dynamics, you can adjust them the same accordingly with the brightness.

Light.jpg

Edited by Guadalupe

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