If your light_spots are making your lightinglook like shit, you're using them around.
Edit: damn you, you fiery ninja.
[QUOTE=Firegod522;28898950]place down a light and change brightness to like a blue, kinda dark and grey with intensity of 2 or 3, then set quadratic to 0 then constant to 1.[/QUOTE]
So i should put a light entity under aech of my spotlights and tone it down?
[QUOTE=MerzBro;28899195]So i should put a light entity under aech of my spotlights and tone it down?[/QUOTE]
no that isn't what I said.
Pretty much take a dark room and put a light in the middle of it and do what I said.
Also wall lights should be accompanied with light and light_spot entities.
Hey man could I make a town with some destructible buildings some sort of?
[QUOTE=mopman999;28903868]Hey man could I make a town with some destructible buildings some sort of?[/QUOTE]
Destructible stuff is ok, although physboxes are generally a bad idea (the NPCs have a hard time navigating over/around fallen physboxes).
The NPCs can break prop_door_rotating, func_breakable, func_door, func_door_rotating and func_breakable_surf entities. So feel free to add those on your map. Make sure you don't tie area portals to doors since the NPCs will ruin them.
I added those constant lights to my rooms, i think i should make them a tad darker though.
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0001-1.jpg[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0000.jpg[/IMG]
Also how can i fix the lighting on static props fucking up? That truck is pitch dark for some reason.
Compile with -staticproppolys -textureshadows -staticproplighting
Looking very good, MerzBro! :)
[QUOTE=MerzBro;28906878]Destructible stuff is ok, although physboxes are generally a bad idea (the NPCs have a hard time navigating over/around fallen physboxes).
The NPCs can break prop_door_rotating, func_breakable, func_door, func_door_rotating and func_breakable_surf entities. So feel free to add those on your map. Make sure you don't tie area portals to doors since the NPCs will ruin them.
I added those constant lights to my rooms, i think i should make them a tad darker though.
[img_thumb]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0001-1.jpg[/img_thumb]
[img_thumb]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0000.jpg[/img_thumb]
Also how can i fix the lighting on static props fucking up? That truck is pitch dark for some reason.[/QUOTE]
Looks a bit blocky and the textures don't really go that well together.
[QUOTE=sphinxa279;28910534]Looks a bit blocky and the textures don't really go that well together.[/QUOTE]
Looks fine to me
[QUOTE=mopman999;28911291]Looks fine to me[/QUOTE]
You must be a CSS player...
the interiors of his buildings are very very blocky and the textures don't go.
Yeah the rooms are rather blocky but the textures are fine in my opinion.
I really just want to get a playable version out and worry about details later. I also could use ideas of things to use to make the ceilings a bit more interesting.
I would make it smaller if I were you. I promise you it will make it look better. Also, if I were you, I would add steel wall and roof supports.
[QUOTE=sphinxa279;28911309]You must be a CSS player...
the interiors of his buildings are very very blocky and the textures don't go.[/QUOTE]
I meant the textures, CSS has to many idiots that think they are amazing, unfortunately I used to be one of them.
[editline]31st March 2011[/editline]
Working on a small abandoned and smashed up town, will add a nuke tower in the background. I have only made a small truck stop, but I will continue working on it.
[url=http://postimage.org/image/e3ag4pus/][img]http://s4.postimage.org/e3ag4pus/ts_truckstop0009.jpg[/img][/url]
[url=http://postimage.org/image/e3c3o2ck/][img]http://s4.postimage.org/e3c3o2ck/ts_truckstop0001.jpg[/img][/url]
[url=http://postimage.org/image/e3dr7euc/][img]http://s4.postimage.org/e3dr7euc/ts_truckstop0004.jpg[/img][/url]
[url=http://postimage.org/image/e3h2a3tw/][img]http://s4.postimage.org/e3h2a3tw/ts_truckstop0007.jpg[/img][/url]
Also going to add a nuke lab, and more buildings. Ill make it night time too.
I don't know how to give env_lightglow entities good settings.. Need some criticism on what i currently have:
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0000-1.jpg[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0001-2.jpg[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0003-1.jpg[/IMG]
The bottom part of this room will have more detail, right now it's just a placeholder. I wanna add some nice supports for the top walkway as well as maybe have a huge tv screen for the lower part and some workspaces. It's supposed to be like, a military HQ.
[QUOTE=MerzBro;28921619]I don't know how to give env_lightglow entities good settings.. Need some criticism on what i currently have:
The bottom part of this room will have more detail, right now it's just a placeholder. I wanna add some nice supports for the top walkway as well as maybe have a huge tv screen for the lower part and some workspaces. It's supposed to be like, a military HQ.[/QUOTE]
If you made it not as bright that'd be good
[QUOTE=Firegod522;28908966]Compile with -staticproppolys -textureshadows -staticproplighting[/QUOTE]
That didn't seem to fix the lighting issues... I always wondered why this shit happens. Certain props get turned completely dark just because a small shadow is on them. Is there a way to force them to stay fully lit?
Hey, do you guys want to use my shanty town?
[url]http://www.facepunch.com/threads/1057416-The-Facepunch-quot-Map-Pimpage-WIP-quot-Thread-V12?p=28923782&viewfull=1#post28923782[/url]
Here's a gameplay video
[media]http://www.youtube.com/watch?v=yjZM3Gfm-gk[/media]
oh, and it's noded.
Oh cool you used my building prefab :v:
The shanty area seems a bit cramped, but if you made it a bit less squished and removed any areas where humans could crouch and hide from zombies it would be a good start for a ToxSin map.
[QUOTE=MerzBro;28924010]Oh cool you used my building prefab :v:
The shanty area seems a bit cramped, but if you made it a bit less squished and removed any areas where humans could crouch and hide from zombies it would be a good start for a ToxSin map.[/QUOTE]
I didn't use any prefabs :C
On a side note
Once I finish this for Radioactive Sandbox, I'll convert it for ToxSin.
I'm still making that map for Radioactive Sandbox, I'll probably have it for this too.
[QUOTE=Mkadeshkode;28924041]I didn't use any prefabs :C
[/QUOTE]
huh? that dark building is from my army warehouse map i abandoned and released a while ago.
Not that i really care if i get credited... As long as someone makes a decent map for the gamemode i really don't give a shit if i am not credited for a small building.
[QUOTE=MerzBro;28924100]huh? that dark building is from my army warehouse map i abandoned and released a while ago.
Not that i really care if i get credited... As long as someone makes a decent map for the gamemode i really don't give a shit if i am not credited for a small building.[/QUOTE]
oh, that thing, yea
I used the shell as a template, I plan on "destroying" it later on.
You can't see much right now without the lights, but I added some supports and changed the roof, I'll nab a screenshot
[img]http://cloud.steampowered.com/ugc/595806845387688470/98B38E80F1F00BEFB4D7BE2C10E4812F575781CA/[/img]
Hey, if you want credit for the template, you can have it.
The final result will be mine however
So i got work done on the lower area. I think i finally made the env_lightglows look nice in the rest of the map too.
I'm thinking i'll make the TV screen randomly cycle through security cams set up throughout the level until the players shoot at it and break the glass. :v:
There's also a functional radio down there that you can press and it plays sounds.
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0000-2.jpg[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0001-3.jpg[/IMG]
[IMG]http://i1026.photobucket.com/albums/y322/CptNuke/rd_barracks0006-1.jpg[/IMG]
The table is essentially the cs_office meeting table, i just remade it in brush form so i could put decals on it.
Tempted to start a map for you...fuck it, it can be this saturday's project :buddy:
[QUOTE=MerzBro;28923162]That didn't seem to fix the lighting issues... I always wondered why this shit happens. Certain props get turned completely dark just because a small shadow is on them. Is there a way to force them to stay fully lit?[/QUOTE]
You can set their light origin with a info_lighting entity.
Lightglows don't look to be a very good idea for that, try using some env_sprites with the lights, it's kind of like they did in l4d with the cars and a lot of other lights.
And also, does it cycle through a list of sounds or just play one?
[QUOTE=Chaingunfighter;28927646]Lightglows don't look to be a very good idea for that, try using some env_sprites with the lights, it's kind of like they did in l4d with the cars and a lot of other lights.
And also, does it cycle through a list of sounds or just play one?[/QUOTE]
There are 7 different sounds it loops through randomly using a logic_case.
I gave up on my countryside map, it looked horrible. Ill try something else
[url=http://postimage.org/image/2zb70gkdg/][img]http://s2.postimage.org/2zb70gkdg/ts_truckstop0012.jpg[/img][/url]
Real time camera of nuke tower
[url=http://postimage.org/image/2zb8nzwv8/][img]http://s2.postimage.org/2zb8nzwv8/ts_truckstop0014.jpg[/img][/url]
[url=http://postimage.org/image/2zbabj9d0/][img]http://s2.postimage.org/2zbabj9d0/ts_truckstop0015.jpg[/img][/url]
[url=http://postimage.org/image/2zbdmlyck/][img]http://s2.postimage.org/2zbdmlyck/ts_truckstop0016.jpg[/img][/url]
[url=http://postimage.org/image/2zbgxonc4/][img]http://s2.postimage.org/2zbgxonc4/ts_truckstop0017.jpg[/img][/url]
Progress of my map.
Need some suggestions for the outside of the building and blank space in the inside. I'm also going to fix the lighting. on the outside.
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