The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=kittykaty;41541052]Can anyone knock-up the black-to-transparent gradient texture? I can't seem to get it working / I've completely forgotten how to do anything texture related in source.[/QUOTE]
[url]http://files.1337upload.net/blackgrad.zip[/url]
It isn't a perfect black gradient, it has a small black border at the bottom like the one in the tutorial.
[t]http://puu.sh/3Ia3L.png[/t]
Thanks, much love!
[URL=http://s234.photobucket.com/user/afnoporo/media/twister_zps444bf6cd.gif.html][IMG]http://i234.photobucket.com/albums/ee143/afnoporo/twister_zps444bf6cd.gif[/IMG][/URL]
Jumping is illegal in my game.
What's the most widely used SDK for everyone here? I'm told CS:GO has better lighting capabilitie (just picked it up in the sale), but does it suit maps that aren't going to be for Counter Strike?
[QUOTE=cyclocius;41543352]What's the most widely used SDK for everyone here? I'm told CS:GO has better lighting capabilitie (just picked it up in the sale), but does it suit maps that aren't going to be for Counter Strike?[/QUOTE]
I use the Portal 2 build almost all of the time, but I don't recommend it; I use it because I'm weird, it's super easy to import textures and models into, and has workshop capabilities.
Alien Swarm is free to use (so anyone can play your maps) but you'll need to be able to somewhat code or be able to find scripts on the internet.
CS:GO has the best lighting IMO and has workshop capabilities.
Episode 2's SDK is also really nice.
[t]http://i.imgur.com/MLqlqko.jpg[/t]
new lighting + fog looks good on my monitor atleast
[QUOTE=Giraffen93;41547266]on my monitor atleast[/QUOTE]
Haven't we been over this like twice now?
[QUOTE=Pyth;41548326]Haven't we been over this like twice now?[/QUOTE]
I guess, but you guys always start it anyway.
I don't really know how to solve this.
[QUOTE=Giraffen93;41548336]I guess, but you guys always start it anyway.
I don't really know how to solve this.[/QUOTE]
Turn the brightness down to normal people level?
This is my latest. [IMG]http://cloud-2.steampowered.com/ugc/921268572001914431/66840D428ECDA16E57B31B920911293BD767EB96/[/IMG]
[QUOTE=Strider_07;41549050]Turn the brightness down to normal people level?[/QUOTE]
I'm running in 10-bit mode, and that makes a huge difference.
I don't know if lowering the brightness will do the same thing.
[QUOTE=cyclocius;41543352]What's the most widely used SDK for everyone here? I'm told CS:GO has better lighting capabilitie (just picked it up in the sale), but does it suit maps that aren't going to be for Counter Strike?[/QUOTE]
CS:GO won't compile correctly for other games. HL2 EP2 is pretty standard now I think. CSS is a good candidate if you want to map for Gmod.
Okay i'm viewing it on a shitty tn monitor at work and it looks pretty much the same
[B]It isn't dark, are you guys blind?[/B]
[QUOTE=Giraffen93;41549198]I'm running in 10-bit mode, and that makes a huge difference.
I don't know if lowering the brightness will do the same thing.[/QUOTE]
It makes a huge difference to the point that any regular player won't be able to see shit.
Source is one of those engines where darkness is a bad thing, mostly because it strains players eyes and makes it hard to work out where to go. The flashlight is also a piece of shit and doesn't help much.
Why do you think L4D maps despite being set at night are not actually as dark as night would be and have light sources everywhere?
[QUOTE=ViralHatred;41550860]It makes a huge difference to the point that any regular player won't be able to see shit.
Source is one of those engines where darkness is a bad thing, mostly because it strains players eyes and makes it hard to work out where to go. The flashlight is also a piece of shit and doesn't help much.
Why do you think L4D maps despite being set at night are not actually as dark as night would be and have light sources everywhere?[/QUOTE]
But it's a forest, it gets dark in there.
Not at home right now to take other shots but it isn't really that dark in-game.
You can easily navigate the map without the flashlight now.
[QUOTE=Giraffen93;41547266][t]http://i.imgur.com/MLqlqko.jpg[/t]
new lighting + fog looks good on my monitor atleast[/QUOTE]
What are your fog settings right now?
Specifically the start and ending distance.
Try simply making the moonlight bluish and a bit brighter. This will make it easier to see, while still giving the impression of it being dark.
[QUOTE=slayer20;41550903]What are your fog settings right now?
Specifically the start and ending distance.[/QUOTE]
somewhere between 10 and 20 on all three
-500 2000 something
[QUOTE=samuel2213;41551044]Try simply making the moonlight bluish and a bit brighter. This will make it easier to see, while still giving the impression of it being dark.[/QUOTE]
it is easy to see
[QUOTE=Giraffen93;41551057]it is easy to see[/QUOTE]
Not really. At its current state, this lighting would probably cause eye strain for the average player. Brighten it up a bit.
[QUOTE=samuel2213;41551150]Not really. At its current state, this lighting would probably cause eye strain for the average player. Brighten it up a bit.[/QUOTE]
But then it'll look like... evening
[QUOTE=Giraffen93;41551057]somewhere between 10 and 20 on all three
-500 2000 something[/QUOTE]
Set your fogstart somewhere between 0 and 200, and your fogend between 3000 and 5000. Fogmaxdensity should be 1 and your FarZ should be higher than your fogend value.
[QUOTE=slayer20;41551165]Set your fogstart somewhere between 0 and 200, and your fogend between 3000 and 5000. Fogmaxdensity should be 1 and your FarZ should be higher than your fogend value.[/QUOTE]
People get terrible framerates if i set the farz too high, too many props, and it's outdoors :v:
[QUOTE=Giraffen93;41551159]But then it'll look like... evening[/QUOTE]
Thats why I said make it slightly blue. It will give the impression of night, and allow the players to see easily.
[T]http://cloud-2.steampowered.com/ugc/577843264438777626/AD78E24606175967DBDB38F13B1952A89C2B0EDD/[/T]
This is an extreme example I made a while back. You might not want it [I]as[/I] blue and light as that but it should give you a basic idea. As you can see The light is bright enough to see without eye strain, while still giving the impression of night.
[QUOTE=Giraffen93;41551177]People get terrible framerates if i set the farz too high, too many props, and it's outdoors :v:[/QUOTE]
Then set your fogend lower and your farz a little higher than your fogend.
[QUOTE=samuel2213;41551185]Thats why I said make it slightly blue. It will give the impression of night, and allow the players to see easily.
[T]http://cloud-2.steampowered.com/ugc/577843264438777626/AD78E24606175967DBDB38F13B1952A89C2B0EDD/[/T]
This is an extreme example I made a while back. You might not want it [I]as[/I] blue and light as that but it should give you a basic idea. As you can see The light is bright enough to see without eye strain, while still giving the impression of night.[/QUOTE]
been working with hammer since 2006 but i've never gotten into proper lighting
[QUOTE=slayer20;41551193]Then set your fogend lower and your farz a little higher than your fogend.[/QUOTE]
farz is set at 2500 at the moment
[QUOTE=Giraffen93;41551204]been working with hammer since 2006 but i've never gotten into proper lighting[/QUOTE]
Then try to get into it more. As I have always said, lighting can make or break a map.
[QUOTE=samuel2213;41551211]Then try to get into it more. As I have always said, lighting can make or break a map.[/QUOTE]
Then how would good settings look? I usually just set both low and blue :v:
[QUOTE=Giraffen93;41551224]Then how would good settings look? I usually just set both low and blue :v:[/QUOTE]
Depends on the map, mood and art style. Try looking at reference images if you are having trouble.
[QUOTE=samuel2213;41551257]Depends on the map, mood and art style. Try looking at reference images if you are having trouble.[/QUOTE]
That doesn't help me pick out rgb values for lighting
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