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On ‎6‎/‎8‎/‎2019 at 11:52 PM, Shima33 said:

 No worries, man. Check the edit to my post - the new link includes spec and normal maps as well!

Hot dawg! My day has just gotten even better thanks to you!

As for everyone, it's the middle of the night here in Canada, so it looks like I'll be getting ready for sleepy time now. But here's a little screenshot of B-Site with some minor improvements to the last time y'all saw it.

20190608235351_1.jpg

Edited by That50'sGuy
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For anyone curious, B-Site is actually at the main entrance of the mall, that's why the information booth is there.

It will certainly help illuminate the bombsite a little more, and provide a lovely view of the cracked faded parking lot.

I'll have the main entrance finished by tomorrow, add more cover to the site, then I'll get to work on tweaking A-Site some more.

bandicam 2019-06-10 18-38-31-433.jpg

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little tip - add skylights to the map to make it look a lot better. just now everything is gloomy/dark is hell because you are trying to subtly light it with low brightness entities. you can still have a dilapidated feel using natural light + light_enviroment is the best kind of lighting available.

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2 hours ago, Vaya said:

little tip - add skylights to the map to make it look a lot better. just now everything is gloomy/dark is hell because you are trying to subtly light it with low brightness entities. you can still have a dilapidated feel using natural light + light_enviroment is the best kind of lighting available.

I was actually considering having some little holes in the ceiling to lighten up some of the areas. Thanks for the tip!

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Oops! Looks like these ceiling tiles are showing rapid decay! Who wants to make a bet on which tiles will still be up in their frames 10 years from now?

I'm currently experimenting with the ambient lighting, but as you can see, I need to move the lights away from the darn information booth.

20190618215715_1.jpg

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