• Can someone help with curves/hills and lighting?
    8 replies, posted
  • First off, if you're planning on replying be prepared to be dealing with an ignorant moron. I just got hammer set up two days ago, and since then I've only had a few hours time to actually use it (my social life's on fire :P). Anyway, I've come to the point where I want to learn how to make curved surfaces, mainly for hills. Also, I'd like to know how to make a light that lit up the entire stage. yeah, I know about the environment light entity, but when i do the lighting preview in the 3d camera the whole map is dark. If someone could give me a link or just tell me how to do either of these things, it'd be greatly appreciated.
  • lighting preview is unreliable at best. The only way to see the proper lighting in your map is to compile it. First question: Displacements [url]http://www.interlopers.net/tutorials/1768[/url] [url]http://www.interlopers.net/tutorials/2119[/url]
  • @ your first line: Crap I expected as much. My computer's such a pile of **** that it'll take me like 30-40 minutes just to check the lighting. :'( And thanks for the help. :) [editline]05:19PM[/editline] ohh yeah and can someone tell me how to make water? Well, that is if it's that simple. If its more complicated could someone post a link please?
  • [QUOTE=laharlsblade;16586792]@ your first line: Crap I expected as much. My computer's such a pile of **** that it'll take me like 30-40 minutes just to check the lighting. :'( And thanks for the help. :)[/QUOTE] You're welcome, feel free to ask away, there are few better ways to learn. Ideally your map should take less than that, but i think trying to drill optimization techniques into you just yet might be a bit much. Live with the long compile times now, I suggest you get a cup of tea, read a book or go for a walk or something for a bit.
  • well actually I'm going to try to finish my map (really just a test) and check the lighting, then try to fix it so as to minimize the amount of times I have to check. And as for optimization techniques, no offense but I dont think it'll matter much; my comp's over 8 years old, and just loading a map can take several minutes. Anyway, any help for creating water would be appreciated.
  • Make a brush, texture it all in nodraw, pick the top face and texture it with a water texture (don't pick one with DX07 or cheap or underneath in the name). For added bonus points place an env_cubemap just above the surface of the water. There are some restrictions on water, it can only be tied to func_water_analogue as an entity at whcih point the material defaults to a "cheap" texture (no reflection or proper refraction) and the tops of al water brushes visible at once must be level unless you use cheap textures otherwise the reflections cock up.
  • oh. Well if you dont mind me saying, that's a weird thing to call em [editline]06:58PM[/editline] oh yeah and thanks