• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=redBadger;44858466]This picture is wrong. Light reflects off the ground therefore there would be a small amount of light casting above the light source[/QUOTE] Yes, a small amount, but it isn't extremely noticeable. A soft shadow on the ceiling above the lamp looks normal and is pretty much automatically done by light bounces in vrad. It should not be a super dramatic, suddenly pitch black circle/cone over the lamp where it just looks bad and doesn't make sense. The bright area of the lamp should follow the cone of the lamp, and light bounces/soft ambient light should do the rest. It should not look like the light source is disconnected and clearly placed way below the cone of the lamp, causing the light to shine foul of where it logically should.
I always use a light_spot with a light entity on low brightness to get lighting above the light prop done, considering I never saw vrad calculating the bounces.
Can't get the video tags to work.. oh well. [url]https://www.youtube.com/watch?v=B7gAsTUvwBg[/url]
[QUOTE=Spherix;44861811]Can't get the video tags to work.. oh well. [URL]https://www.youtube.com/watch?v=B7gAsTUvwBg[/URL] [video=youtube;B7gAsTUvwBg]http://www.youtube.com/watch?v=B7gAsTUvwBg[/video][/QUOTE] remove the "s" from "https" Also, is this Vscript ?
So I compiled after a little bit of progress Here's the result so far. [t]http://cloud-3.steampowered.com/ugc/597037256789730941/75E52180F6E8CFC67CF30E870837D5BA72B9B829/[/t] [t]http://cloud-3.steampowered.com/ugc/597037256789732347/BDD5C2F91EB5D31DF4DF3DAF3B7295FD250E34FF/[/t] [t]http://cloud-2.steampowered.com/ugc/597037256789733055/CBFE2FA7A9C6403201ABD0F967AE9A6F245C4AF6/[/t] [t]http://cloud-2.steampowered.com/ugc/597037256789733610/5032C0BB6B3CCBE11C9E5981095578C3914FEAF9/[/t]
[QUOTE=Merijnwitje;44861337]I always use a light_spot with a light entity on low brightness to get lighting above the light prop done, considering I never saw vrad calculating the bounces.[/QUOTE] Usually bounces not being done is a sign your map has leaks. Do you check your compile logs for "Entity ... leaked!"?
can anyone help me figure out how to do softened/lumpy landmasses like dirt and rock formations in TF2? I have a map WIP that could use some of that. I'm new to this, more or less.
[IMG]http://puu.sh/8UA4Q.png[/IMG] dang havent posted bout this since feb
Frankly I think that lighting should be situational: if you're going for a map with soft lighting, you should have some lights casting on the ceiling, if you're going for moody, you should just have the point_spotlight
[QUOTE=ikes;44864001]can anyone help me figure out how to do softened/lumpy landmasses like dirt and rock formations in TF2? I have a map WIP that could use some of that. I'm new to this, more or less.[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Displacement[/url] [url]http://forums.tf2maps.net/showthread.php?t=798[/url]
now when i think about it, how is evocity possible? it has to use more than 8192 brushes
[QUOTE=Giraffen93;44864419]now when i think about it, how is evocity possible? it has to use more than 8192 brushes[/QUOTE] Most of the details and so on are probably Proppered/models.
[QUOTE=Giraffen93;44864419]now when i think about it, how is evocity possible? it has to use more than 8192 brushes[/QUOTE] EvoCity2_v2p (most brushes of any EC to date) [lua]Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 322/1024 15456/49152 (31.4%) brushes 7202/8192 86424/98304 (87.9%) VERY FULL! brushsides 47057/65536 376456/524288 (71.8%) planes 18560/65536 371200/1310720 (28.3%) vertexes 56115/65536 673380/786432 (85.6%) VERY FULL! nodes 18755/65536 600160/2097152 (28.6%) texinfos 9736/12288 700992/884736 (79.2%) texdata 1581/2048 50592/65536 (77.2%) dispinfos 1258/0 221408/0 ( 0.0%) disp_verts 103090/0 2061800/0 ( 0.0%) disp_tris 166304/0 332608/0 ( 0.0%) disp_lmsamples 5896895/0 5896895/0 ( 0.0%) faces 34217/65536 1916152/3670016 (52.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 20277/65536 1135512/3670016 (30.9%) leaves 19078/65536 610496/2097152 (29.1%) leaffaces 40225/65536 80450/131072 (61.4%) leafbrushes 15669/65536 31338/131072 (23.9%) areas 19/256 152/2048 ( 7.4%) surfedges 245861/512000 983444/2048000 (48.0%) edges 154886/256000 619544/1024000 (60.5%) LDR worldlights 1725/8192 151800/720896 (21.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 9/32768 108/393216 ( 0.0%) waterstrips 3561/32768 35610/327680 (10.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 62865/65536 125730/131072 (95.9%) VERY FULL! (This is the biggest issue for me not brush limits) cubemapsamples 196/1024 3136/16384 (19.1%) overlays 193/512 67936/180224 (37.7%) LDR lightdata [variable] 62089012/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4162164/16777216 (24.8%) entdata [variable] 817019/393216 (207.8%) VERY FULL! LDR ambient table 19078/65536 76312/262144 (29.1%) HDR ambient table 19078/65536 76312/262144 (29.1%) LDR leaf ambient 91832/65536 2571296/1835008 (140.1%) VERY FULL! HDR leaf ambient 19078/65536 534184/1835008 (29.1%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/1446940 ( 0.0%) dtl prp lght [variable] 1/313099 ( 0.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/324970 ( 0.0%) pakfile [variable] 38463203/0 ( 0.0%) physics [variable] 2564252/4194304 (61.1%) physics terrain [variable] 316844/1048576 (30.2%)[/lua] [QUOTE=samuel2213;44864496]Most of the details and so on are probably Proppered/models.[/QUOTE] Nope. Some are models but propper wasn't used in any EvoCity except v4b1.
[code]models 209/1024 10032/49152 (20.4%) brushes 6264/8192 75168/98304 (76.5%) brushsides 39992/65536 319936/524288 (61.0%) planes 9024/65536 180480/1310720 (13.8%) vertexes 32670/65536 392040/786432 (49.9%) nodes 8679/65536 277728/2097152 (13.2%) texinfos 6312/12288 454464/884736 (51.4%) texdata 815/2048 26080/65536 (39.8%) dispinfos 69/0 12144/0 ( 0.0%) disp_verts 5365/0 107300/0 ( 0.0%) disp_tris 8448/0 16896/0 ( 0.0%) disp_lmsamples 249912/0 249912/0 ( 0.0%) faces 20567/65536 1151752/3670016 (31.4%) hdr faces 20567/65536 1151752/3670016 (31.4%) origfaces 15290/65536 856240/3670016 (23.3%) leaves 8889/65536 284448/2097152 (13.6%) leaffaces 24272/65536 48544/131072 (37.0%) leafbrushes 11932/65536 23864/131072 (18.2%) areas 55/256 440/2048 (21.5%) surfedges 161791/512000 647164/2048000 (31.6%) edges 103286/256000 413144/1024000 (40.3%) LDR worldlights 375/8192 33000/720896 ( 4.6%) HDR worldlights 375/8192 33000/720896 ( 4.6%) leafwaterdata 8/32768 96/393216 ( 0.0%) waterstrips 1788/32768 17880/327680 ( 5.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 36159/65536 72318/131072 (55.2%) cubemapsamples 61/1024 976/16384 ( 6.0%) overlays 62/512 21824/180224 (12.1%) LDR lightdata [variable] 8112784/0 ( 0.0%) HDR lightdata [variable] 8112784/0 ( 0.0%) visdata [variable] 2015259/16777216 (12.0%) entdata [variable] 489001/393216 (124.4%) VERY FULL! LDR ambient table 8889/65536 35556/262144 (13.6%) HDR ambient table 8889/65536 35556/262144 (13.6%) LDR leaf ambient 30521/65536 854588/1835008 (46.6%) HDR leaf ambient 30521/65536 854588/1835008 (46.6%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/98976 ( 0.0%) pakfile [variable] 6792448/0 ( 0.0%) physics [variable] 2131306/4194304 (50.8%) physics terrain [variable] 20207/1048576 ( 1.9%) [/code] there's gotta be something terribly wrong then, my map is not in the slightest as big as evocity
[QUOTE=Giraffen93;44864690]there's gotta be something terribly wrong then, my map is not in the slightest as big as evocity[/QUOTE] Evocity has crappier detail (no insult intended, it's less dense because of source limits) Yours has many more brushes and a lot denser buildings.
[QUOTE=nicolasx21;44861921]remove the "s" from "https" Also, is this Vscript ?[/QUOTE] Thanks. It currently consists of a ton (24~ ish per car) of entities at the moment, I will (have to) do some Vscripting to get vehicles to work a bit more properly on server though. Don't have a whole lot of time to work on maps lately =(
Porting LavaGiant to Source by hand.. [t]http://i.imgur.com/lRK6rGT.jpg[/t] [t]http://cloud-2.steampowered.com/ugc/3281182222789643473/9269DB21EC3547EB2A477F9BC178D32FEEBA6622/[/t] Tunnels through world geometry at arbitrary angles = HNNG. [t]http://i.imgur.com/06zR6R1.jpg[/t]
[QUOTE=GiGaBiTe;44867206]Porting LavaGiant to Source by hand.. [t]http://i.imgur.com/lRK6rGT.jpg[/t] [t]http://cloud-2.steampowered.com/ugc/3281182222789643473/9269DB21EC3547EB2A477F9BC178D32FEEBA6622/[/t] Tunnels through world geometry at arbitrary angles = HNNG. [t]http://i.imgur.com/06zR6R1.jpg[/t][/QUOTE] Yay! that was one of my fav maps in UT goty
A quick update of my gh_penitentiary map : [IMG]http://steinmap.weebly.com/uploads/2/9/9/6/29966037/183723_orig.jpg[/IMG]
ive been having a problem lately where in TF2 koth maps my trigger_capture_area will revert to a func_detail. someone told me to not use ctrl+t on it and that worked a bit, but i was still getting it. would going into properties, not hitting apply, and closing it cause this to happen? because thats what i think ive done once or twice
[QUOTE=ikes;44874612]ive been having a problem lately where in TF2 koth maps my trigger_capture_area will revert to a func_detail. someone told me to not use ctrl+t on it and that worked a bit, but i was still getting it. would going into properties, not hitting apply, and closing it cause this to happen? because thats what i think ive done once or twice[/QUOTE] Yeah, you always have to hit "apply" to save any changes on any entity.
[QUOTE=GiGaBiTe;44867206]Porting LavaGiant to Source by hand.. [t]http://i.imgur.com/lRK6rGT.jpg[/t] [t]http://cloud-2.steampowered.com/ugc/3281182222789643473/9269DB21EC3547EB2A477F9BC178D32FEEBA6622/[/t] Tunnels through world geometry at arbitrary angles = HNNG. [t]http://i.imgur.com/06zR6R1.jpg[/t][/QUOTE] Looks way better than [URL="http://tf2.gamebanana.com/maps/163268"]my old attempt[/URL] already. Nice work so far! [t]http://files.gamebanana.com/img/ss/maps/4f255be27034e.jpg[/t]
meh... [IMG]http://i.imgur.com/qF50Ecj.jpg[/IMG] [IMG]http://i.imgur.com/OC0yhVG.jpg[/IMG] [IMG]http://i.imgur.com/vXUX5kA.jpg[/IMG]
[IMG]http://i.imgur.com/ABSKSZf.jpg[/IMG] god damn this laptop is a piece of shit tried making some static scenery
One side textured and working on lighting: [t]http://i.imgur.com/r4d7FxN.jpg[/t] [QUOTE=Giraffen93;44876663]god damn this laptop is a piece of shit[/QUOTE] mat_bumpmap 0 mat_specular 0 mat_motion_blur_enabled 0 If you don't want to render the whole world: sv_cheats 1 r_farz <integer> (1000-4000 might help)
Went off this for ages since my computer fucked up but now i'm working on it again. [IMG]http://i.imgur.com/EeDXYGw.jpg[/IMG] [IMG]http://i.imgur.com/gogE8T8.jpg[/IMG]
[t]http://f2.braxupload.se/kkgn1m.jpg[/t] looks better from ground level pretty much just visibility occluders
[QUOTE=someguyihate;44877677]Went off this for ages since my computer fucked up but now i'm working on it again. [IMG]http://i.imgur.com/EeDXYGw.jpg[/IMG] [IMG]http://i.imgur.com/gogE8T8.jpg[/IMG][/QUOTE] I swear Source still amazes me despite its limits. Your map looks almost like Watchdogs! How did you get such BEAUTIFUL lighting?
[QUOTE=SimplePlanz69;44879846]I swear Source still amazes me despite its limits. Your map looks almost like Watchdogs! How did you get such BEAUTIFUL lighting?[/QUOTE] Wow, that is really rude man. How dare you insult him with that? Watch Dogs maybe looked like this in the E3 trailer, but now it has gone downhill and can almost be compared to MineCraft in graphical specifications..
[QUOTE=Karthoum;44880794]Wow, that is really rude man. How dare you insult him with that? Watch Dogs maybe looked like this in the E3 trailer, but now it has gone downhill and can almost be compared to MineCraft in graphical specifications..[/QUOTE] So I guess you can't recognize a proper compliment. Watch Dogs isn't even out yet, and praising his lighting style for looking like a next-gen game seems like a very good compliment to me. But really; comparing Watchdogs to Minecraft. That just makes no fucking sense at all...
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