[QUOTE=slayer20;34722885]Made a little informative tutorial on lighting. Nothing too special and it was kind of hard to explain for me. But I'll get it uploaded soon.
[editline]16th February 2012[/editline]
[media]http://www.youtube.com/watch?v=uaeveBqLlzo[/media][/QUOTE]
[img]http://dl.dropbox.com/u/3779442/Screenshots/Light_fall_off.png[/img]
What's the best way to add volumetric lighting to windows in EP2, I can't find a vol_light texture in EP2 anywhere
[QUOTE=zach1193;34728954]What's the best way to add volumetric lighting to windows in EP2, I can't find a vol_light texture in EP2 anywhere[/QUOTE]
Try to look for models, but most of them look ugly if you ask me.
[QUOTE=zach1193;34728954]What's the best way to add volumetric lighting to windows in EP2, I can't find a vol_light texture in EP2 anywhere[/QUOTE]
Use the models. effects\vol_light
Hey, i have another question.
I'm working on an elevator that goes to 3 floors using a func_movelinear. What can i use best to trigger the elevator doors to open on the rigth floor?
Thanks!
Probably by using a trigger_multiple then firing an input when the elevator moves through it.
[QUOTE=Firegod522;34725054][img]http://dl.dropbox.com/u/3779442/Screenshots/Light_fall_off.png[/img][/QUOTE]
That's a perfect graph
[QUOTE=Firegod522;34729593]Use the models. effects\vol_light[/QUOTE]
but aren't all of them coming from above? not from a side window...
[QUOTE=zach1193;34731630]but aren't all of them coming from above? not from a side window...[/QUOTE]
Hammer, like many basic programs allows for rotation.
[QUOTE=Firegod522;34731664]Hammer, like many basic programs allows for rotation.[/QUOTE]
I know that... I just figured that all of them were made for large skylights and things of that nature, all of the ones I've ever used were too big for normal sized windows but I'll take another look, thanks
What are some great ways to make a tunnel?
[editline]16th February 2012[/editline]
And what are some ideal HDR settings and Brightness setting for the light_environment??
Well you can manually make on by tracing a cylinder or you can subdivide using displacements are two good ways
I mean like a tunnel through a hill, like mine or cavern tunnels.
[QUOTE=Crossu88;34732024]What are some great ways to make a tunnel?
[editline]16th February 2012[/editline]
And what are some ideal HDR settings and Brightness setting for the light_environment??[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Sky_List[/url] These are generally pretty good
Hey, sorry but, I've got a very bad problem on hammer.
My computer crash every time...
I make a displacement, after 5min of use, CRASH !
I make a mini map for testing elements, after (x)min, CRASH !
I can't map with this problem... :(
Solutions ? :)
Inter core 2 duo E8300 2.83Ghz
Nvidia GTS 250 512mb
4gb ram
Windobe 7 64 bit.
Thanks. :)
Edit: I formated my computer 8x.
[QUOTE=noladu95;34742033]Hey, sorry but, I've got a very bad problem on hammer.
My computer crash every time...
I make a displacement, after 5min of use, CRASH !
I make a mini map for testing elements, after (x)min, CRASH !
I can't map with this problem... :(
Solutions ? :)
Inter core 2 duo E8300 2.83Ghz
Nvidia GTS 250 512mb
4gb ram
Windobe 7 64 bit.
Thanks. :)
Edit: I formated my computer 8x.[/QUOTE]
No clue. Your specs are better than mine.
[IMG]http://i239.photobucket.com/albums/ff249/Ardowalalin221/Helpme.png[/IMG]
[IMG]http://i239.photobucket.com/albums/ff249/Ardowalalin221/Helpme2.png[/IMG]
Red = I need help with. Green = Will fix soon.
Whats the problem in the first picture? too bright? lower the bloom scale using an env_tonemap_controller
Second one probably can be fixed by using a block light brush.
[QUOTE=noladu95;34742033]Hey, sorry but, I've got a very bad problem on hammer.
My computer crash every time...
I make a displacement, after 5min of use, CRASH !
I make a mini map for testing elements, after (x)min, CRASH !
I can't map with this problem... :(
Solutions ? :)
Inter core 2 duo E8300 2.83Ghz
Nvidia GTS 250 512mb
4gb ram
Windobe 7 64 bit.
Thanks. :)
Edit: I formated my computer 8x.[/QUOTE]
Why would formatting help...
Ok, try reducing your autosave to saving every 2 mins. It's an odd fix, but it helped me for some reason when i was having a bout of crashes.
Hey, I just finished making the rounded corner to this building in TF2, but now I'm stumped. What would be the best way of making a roof for a building like this?
[img]http://i1090.photobucket.com/albums/i372/Dreyzienumbergoeshere/rounded_building_02.png[/img]
[img]http://i1090.photobucket.com/albums/i372/Dreyzienumbergoeshere/rounded_building.png[/img]
Use the clip tool on a square brush.
[QUOTE=Firegod522;34745626]Whats the problem in the first picture? too bright? lower the bloom scale using an env_tonemap_controller
Second one probably can be fixed by using a block light brush.[/QUOTE]
Yeah, it's too bright. What should I put in the inputs to lower the bloom?
[QUOTE=IronPhoenix;34746224]Use the clip tool on a square brush.[/QUOTE]I don't know why I didn't think of that before :v:
Thanks!
[QUOTE=Ardowalalin;34746339]Yeah, it's too bright. What should I put in the inputs to lower the bloom?[/QUOTE]
With a logic_auto
OnMapSpawn|tonemap|setbloomscale|.5 or something.
[QUOTE=Crossu88;34733496]I mean like a tunnel through a hill, like mine or cavern tunnels.[/QUOTE]
[url]http://www.youtube.com/watch?v=tBUGLplhz1Y&feature=plcp&context=C3058dd3UDOEgsToPDskL-3tRm49JxMIor30r5glbZ[/url]
sorry if that's not what you're looking for.
[QUOTE=Firegod522;34745626]Whats the problem in the first picture? too bright? lower the bloom scale using an env_tonemap_controller
Second one probably can be fixed by using a block light brush.[/QUOTE]
The texture in the top one either doesn't look aligned or isn't the right texture. That, or maybe if a decal is on the other brushes it isn't on that one. I don't think it's a lighting issue.
[b]EDIT:[/b] Holy crap. This is not the Map Pimpage thread. Deleted!
Whats the question? If its about the lighting, you should compile with -staticproppolys -staticproplighting -textureshadows
Is it possible to include differences in fog settings in multiplayer games, such as in Half Life 2: Deathmatch? Like, light blue fog in one area, then grim red fog in another?
[QUOTE=TBot Alpha;34754527]Is it possible to include differences in fog settings in multiplayer games, such as in Half Life 2: Deathmatch? Like, light blue fog in one area, then grim red fog in another?[/QUOTE]
No
So my map was compiling fine a few hours ago. Now it takes absolutely forever on the portal flow section then gets stuck when it reaches 9... While its doing this the screen also flashes black. Any idea what's up? I also cant post a compile log because if I click on the compile window it crashes.
[editline]18th February 2012[/editline]
Okay nevermind I seem to have sorted that by deleting some stuff however now when it tries to load the map I get a black screen with the swirling loading symbol on it and it lags like hell until it eventually crashes.
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