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Viable lighting for night environment for Source?


kinggambit
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For a while I've tested night environments or overcast skies and a lot of people suggested Source engine just doesn't look as good without shadows from the environment.

I agree with them but I'm hoping to give it another try for a small project right now for a kz climbing map for CSGO and was wondering if anyone found much success with it.

I'm hoping to achieve a sci-fi metropolis like "Mirror's Edge/Deus Ex" but with an night-time atmosphere i.e. 

apa35byi4kfxzvghqys8.jpg

latest?cb=20110804131857

Quick test map. Forgive the awful lighting. I've been tinkering around with blending values but it's hard to tell if I could achieve decent results from just a rough sketch w/o textures and details and selfillum+HDR:

LMggKzb.jpg

 

 

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      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0

      As always, free for non-commercial use with attribution. 
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