• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=wazanator;42799629]First pic, for the kinds of light models you are using the room would not be nearly as lit and would not be casting that high up on the walls and ceiling. Try using light_spots with a light entity that has a low radius and is closer to the ground [img_thumb]http://i.imgur.com/r5uCX9o.jpg[/img_thumb][/QUOTE] [img_thumb]http://i.imgur.com/rwZWZ13.jpg[/img_thumb] Better?
[QUOTE=redBadger;42813833][img_thumb]http://i.imgur.com/rwZWZ13.jpg[/img_thumb] Better?[/QUOTE] Yes, lots better!
[QUOTE=wazanator;42814815]Yes, lots better![/QUOTE] what would I do to the lights to make it seem more real? In terms of sprites/etc
[QUOTE=redBadger;42813833][img_thumb]http://i.imgur.com/rwZWZ13.jpg[/img_thumb] Better?[/QUOTE] Look better but i think the fluorescent are way too bright for the dark background around them.
[QUOTE=pac0master;42815186]Look better but i think the fluorescent are way too bright for the dark background around them.[/QUOTE] How would I go about fixing that? I'm terrible with lighting and I want to improve.
[QUOTE=redBadger;42815489]How would I go about fixing that? I'm terrible with lighting and I want to improve.[/QUOTE] Well to fix the texture the model itself uses you would need to decompile it and recompile it under a different name but I think what you have going color wise right now looks okay, perhaps try using some different models? Fluorescent lights tend to give off more of a white light where as halogens give off yellow [img_thumb]http://upload.wikimedia.org/wikipedia/commons/c/cc/Kelvin_Temperature_Chart.svg[/img_thumb]
[QUOTE=wazanator;42815727]Well to fix the texture the model itself uses you would need to decompile it and recompile it under a different name but I think what you have going color wise right now looks okay, perhaps try using some different models? Fluorescent lights tend to give off more of a white light where as halogens give off yellow [img_thumb]http://upload.wikimedia.org/wikipedia/commons/c/cc/Kelvin_Temperature_Chart.svg[/img_thumb][/QUOTE] Better reference: [url]http://planetpixelemporium.com/tutorialpages/light.html[/url]
[QUOTE=redBadger;42815489]How would I go about fixing that? I'm terrible with lighting and I want to improve.[/QUOTE] the easy way would be to add a light entity to light up just a little around the model Here what i did. [img]http://imageshack.com/a/img809/4760/vcyd.png[/img] here is the result [t]http://cloud-3.steampowered.com/ugc/921278188666829888/F79ECF9C62420B3EF9DD37BEC3EA8892D4DCB3D9/[/t] I like to mix colours. most of the time i try to use some dark yellow/orange/brown colour to fit the ambient.
[QUOTE=redBadger;42811634]I really dig the beams on the ceiling. Lighting needs to be toned down a lot. When you recorded the heater fan, what did you use to record it with? I'd avoid USB mics like the black plague. Use an Omni-directional condenser mic for ambience of a room. For the heater, I'd use a basic XY technique with two (small diaphragm) pencil condensers. If you have the money, pick up these: [url]http://www.amazon.com/APEX-185-Matched-Condenser-Microphone/dp/B000S5MW7Q/ref=sr_1_16?ie=UTF8&qid=1384028501&sr=8-16&keywords=condenser+pencil+microphone[/url] And don't forget to snag an audio interface with 2 XLR inputs [url]http://www.amazon.com/M-Audio-MobilePre/dp/B0041OSWX8/ref=sr_1_4?ie=UTF8&qid=1384028658&sr=8-4&keywords=audio+interface+xlr[/url] And of course, XLR cables which are a few bucks. If you're not looking for anything too expensive though, one condenser mic will work just fine, but if it's not stereo just fake it in audacity or something/ If you're on a tight budget, get the MXL 991 microphone and a cheap interface. Avoid Behringer.[/QUOTE] I used my cheap Icidu desktop microphone (uses a regular 3.5mm connector), there's a lot of noise in it but I have to bang around with what I have got. Here are the sounds I've recorded: [url]https://www.dropbox.com/s/nq18z22gq2nvwnv/heaterfan_startloop.wav[/url] [url]https://www.dropbox.com/s/7gqtstta25jsma9/heaterfan_shutdown.wav[/url] The first one is looped at certain points using Wavosaur to save up space.
[QUOTE=pac0master;42815790]the easy way would be to add a light entity to light up just a little around the model Here what i did. [img]http://imageshack.com/a/img809/4760/vcyd.png[/img] here is the result [t]http://cloud-3.steampowered.com/ugc/921278188666829888/F79ECF9C62420B3EF9DD37BEC3EA8892D4DCB3D9/[/t] I like to mix colours. most of the time i try to use some dark yellow/orange/brown colour to fit the ambient.[/QUOTE] I personally find light colors look better then dark or graying out the dark colors.
[QUOTE=pac0master;42815790] here is the result [t]http://cloud-3.steampowered.com/ugc/921278188666829888/F79ECF9C62420B3EF9DD37BEC3EA8892D4DCB3D9/[/t] I like to mix colours. most of the time i try to use some dark yellow/orange/brown colour to fit the ambient.[/QUOTE] IMO, you either have too many lights, or they're too bright, it looks nice, but there's no real contrast. Contrast is good for gameplay, as it can help bring light onto situations. (look at valve's maps, the door is pretty much the brightest point in the game, as well as gameplay objects, while the other less important areas of the map are a bit dimmer.)
[img_thumb]http://i.imgur.com/molJuHE.jpg[/img_thumb] ?
[QUOTE=Stiffy360;42812341]While mucking around with props for that huge payed hunger games map, I made this. [IMG]http://i.imgur.com/7YC5ARr.jpg[/IMG][/QUOTE] Your water looks really wrong: [url]http://i.imgur.com/k0b03d0.jpg[/url] The rocks and stuff look nice though.
[QUOTE=Uberslug;42822217]Your water looks really wrong: [url]http://i.imgur.com/k0b03d0.jpg[/url] The rocks and stuff look nice though.[/QUOTE] That's a tophattwaffle texture iirc, which there's not really a practical way to accomplish something like what you linked unless it's like a ton of particle systems and displacements
[QUOTE=GameDev;42822476]That's a tophattwaffle texture iirc, which there's not really a practical way to accomplish something like what you linked unless it's like a ton of particle systems and displacements[/QUOTE] I feel your pain [t]http://cloud-2.steampowered.com/ugc/576745738839998431/351EE5E226E09A6A88322D73839F6530065BD4EE/[/t] Guess I could make the gravel texture more faint/muddy.
I guess I can say my first 'level' is pretty much in alpha stage now. The entire layout/premise of my level is complete and now all I really need to do is add more realistic lighting and add a few more props. I'm really happy now, it's almost complete :D
[QUOTE=Uberslug;42822217]Your water looks really wrong: [url]http://i.imgur.com/k0b03d0.jpg[/url] The rocks and stuff look nice though.[/QUOTE] I was gonna add some splash particles, but Valve Developer wiki was running slow. Also the normal is too strong and fast anyways.
Bloooooooooooooooom. [t]https://dl.dropboxusercontent.com/u/5479044/13010412153939933202_2013-11-10_00014.png[/t]
[QUOTE=redBadger;42820524][img_thumb]http://i.imgur.com/molJuHE.jpg[/img_thumb] ?[/QUOTE] not bad, you can change the colour of the light to give the ambience you like. yellowish give the idea that the place quite old. I think cold white is used for the Combine. I am not the best when it is for lighting but I think It always look better if you put some different colours to it, like emergency light to add some red or add some lights over the cells like green and red light to signal if the door is open or locked.
What am I doing [img]http://i.imgur.com/a3hDL5B.png[/img] Please make it stop
[QUOTE=hiyougami;42826647]What am I doing [img]http://i.imgur.com/a3hDL5B.png[/img] Please make it stop[/QUOTE] looks accurate in hammer. pretty sure that the lighting will be hard to replicate
[B]Edit: [/B]Updated image [URL="https://dl.dropboxusercontent.com/u/11039877/Screenshots/MapPimpage/metro0001.jpg"][IMG]https://dl.dropboxusercontent.com/u/11039877/Screenshots/MapPimpage/metro0001_1024.jpg[/IMG][/URL] [media]http://www.youtube.com/watch?v=l4PP2DjWKDI[/media] Been working on this for 5 hours now, need coffee and food
[QUOTE=hiyougami;42826842][t]https://dl.dropboxusercontent.com/u/11039877/Screenshots/MapPimpage/metro0000_1024.jpg[/t][/QUOTE] Operation Metro?
[QUOTE=opti2000;42826975]Operation Metro?[/QUOTE] Needs more blue tint.
snip ...
[QUOTE=hiyougami;42826842][B]Edit: [/B]Updated image [URL="https://dl.dropboxusercontent.com/u/11039877/Screenshots/MapPimpage/metro0001.jpg"][IMG]https://dl.dropboxusercontent.com/u/11039877/Screenshots/MapPimpage/metro0001_1024.jpg[/IMG][/URL] [media]http://www.youtube.com/watch?v=l4PP2DjWKDI[/media] Been working on this for 5 hours now, need coffee and food[/QUOTE] dat floor, how did you make the specular map bumpy?
[QUOTE=GoldPlatinum;42827637]dat floor, how did you make the specular map bumpy?[/QUOTE] The specular is in the alpha channel of the bumpmap, with $normalmapalphaenvmapmask set to 1. The bumpmap is very subtle (helped by editing the height in 16 bit) and the texture is very dark, so there doesn't seem to be any shadowing caused by normal mapping. If you ever want to [I]manually[/I] achieve this effect though, you can use $nodiffusebumplighting 1. [t]http://cloud-2.steampowered.com/ugc/451778986716333708/D1F10465B3532FC348424FDCD799524B5AF28E4A/[/t] That wonderful feeling when you get it [I]just right...[/I]
Shut up and take my Mapping King x1
Might wanna release that for CSGO too or someone will probably do it for you. :v:
[QUOTE=GameDev;42828521]Might wanna release that for CSGO too or someone will probably do it for you. :v:[/QUOTE] Of course :)
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