Ok, as for the pitch black ceiling, would you please post the name of the texture on it? I recall using model textures on brushwork can have weird effects. Also, attach a cubemap to the face, and recompile. If that doesn't work, then there's a command for this, which I can't remember. I'm sure there's plenty of people here who know it, it's like buildcubemaps 1 or something. And what's the problem with the skybox?
Edit, partially ninja-ed. Darn.
Just typing buildcubemaps in the console will fix shiny textures, but it sounds like you have used a model texture on the ceiling. Doing that will make it turn pitch black. Prop textures are alright, but if it uses the word "model" in the name, don't use it.
They wern't model textures, i just checked. it only happens when i put in a light_environment but if i dont add one then i wont be able to add a sun or anything i don't think
[QUOTE=PandaKiwi;20221604]They wern't model textures, i just checked. it only happens when i put in a light_environment but if i dont add one then i wont be able to add a sun or anything i don't think[/QUOTE]
You placed a light_environment inside a room? I don't think that's a good idea.
[QUOTE=HighdefGE;20221740]You placed a light_environment inside a room? I don't think that's a good idea.[/QUOTE]
It really doesn't matter where you put a light_environment. It just defines environmental lighting.
*Make the walls 128 high (i think)
*Make the walls thicker
*Build in nodraw, then texture it to your likings
*Use better looking textures, or even custom textures to make the map look better.
*Change the architect of the building so it's not so blocky
And why is there walls for no apparent reason?
[QUOTE=Sirrus;20222259]It really doesn't matter where you put a light_environment. It just defines environmental lighting.[/QUOTE]
Sorry if you misunderstood, but I meant to say that placing a light_environment won't light up that (sealed?) room.
As for the OP, post a compile log?
[QUOTE=HighdefGE;20222399]As for the OP, post a compile log?[/QUOTE]
In [noparse][code][/code][/noparse] tags.
[QUOTE=Nuka Cola;20222340]*Make the walls 128 high (i think)
*Make the walls thicker
*Build in nodraw, then texture it to your likings
*Use better looking textures, or even custom textures to make the map look better.
*Change the architect of the building so it's not so blocky
And why is there walls for no apparent reason?[/QUOTE]
i make the walls the right size smart ass, just go to hammer editor and check it yourself. i DO build in nodraw and then i texture. and the building, its not supposed to be fancy, its just supposed to be a small house for like a hobo
My suggestion is that you play around a bit with all the tools and features of Hammer. Make small maps to test things such as lighting, compile times, skyboxes, reflections, fog, particle effects etc etc. Once you have satisfied yourself with coming to par with the standard of each of those items, then come back to this project. You will find yourself with a renewed sense of inspiration and an infinitely increased palette of mapping techniques.
Reading over guides is useful, but teaching yourself is always the best way to learn something new.
Goodluck, Kiwi!
[QUOTE=PandaKiwi;20223041]i make the walls the right size smart ass[/QUOTE]
Dude, calm down. He had no way of knowing and he was just trying to help. And by the look of the map, he does knida have good reason to assume...
[QUOTE=PandaKiwi;20223041]and the building, its not supposed to be fancy, its just supposed to be a small house for like a hobo[/QUOTE]
Since when do hobos live in actual rooms? And besides, no matter who its for the architecture will still be more than just a box. And there would be some trash and dirt on the inside and outside if it's supposed to be run down. He meant it's just bare, and needs a lot more detail.
You really have to learn to take constructive criticism better, even if phrased negatively. Although his wasn't even that; it was just listed in a monotone writing style, no need to insult him.
[QUOTE=IronPhoenix;20216176]Glad you agree.[/QUOTE]
Are you talking about me? :smith:
I don't think I would want to roleplay on this map, ever.
There is a serious lack of detail.
[QUOTE=Firegod522;20223973]I don't think I would want to roleplay on this map, ever.
There is a serious lack of detail.[/QUOTE]
It is not done.
[QUOTE=PandaKiwi;20230234]It is not done.[/QUOTE]
He would never roleplay in your projected hopes of what the map will become is what he means.
The reason i snipped by the way, is because i am remaking that THING. ill re-post the new work that actually looks good later.
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