• How can I improve on my lighting/texturing?
    8 replies, posted
I currently have a CS:S map which uses DEV textures, and uses only light_env and light for it's lighting. I do not know of very effective ways of lighting up large areas, I also do not know good textures that will fit this map, and I've been using DEV textures because it's still in development, I might keep it like that (I know a lot of you hate it) if I do not get any good ideas for the map. If you want to see this map, I've got a download [url=http://dl.dropbox.com/u/19296530/Other%20Things/Mapping/arena_symmetric.7z][B]right here.[/B][/url] Here's some screenshots of the map [B](1680x1050 res.)[/B]: [img]http://dl.dropbox.com/u/19296530/Other%20Things/Mapping/arena_symmetric0000.png[/img] [img]http://dl.dropbox.com/u/19296530/Other%20Things/Mapping/arena_symmetric0005.png[/img] There are easter eggs which I have not shown. You can only go to with two players or more, so just use noclip if you want to see the easter egg parts of the map if you're on your own. [B]Also, please give feedback/tips/suggestions AFTER you've played the map, if you're judging by the screenshots, please state that you are.[/B]
Screenshots. Ignoring the instantaneous fact that it's dev textured, your massive problem with lighting right now comes from the fact that you only have one kind of source for lighting. Technically that's more of just a mental thing but, think about other light sources you could use for this map (I have no idea of the setting because you didn't really provide that information). With more light source options, the chances of varied and more efficient/reasonable lighting increases significantly. Make sure they make sense though. Ideas: Wall light strips, glass covered holes in the floor/ceiling with a white texture on them, other types of brush based sources (from a glance it looks like brush based lights would make more sense than prop based ones). However, I think you're worrying about lighting way too early, especially when things you'll add later could possibly jeopardize it. Focus on gameplay and brushwork first, come back to lighting later, unless you're already at that stage somehow.
Light_spots for those floorlights maybe.
I haven't played the map but no one can give you texturing advice if we don't know the setting. Those screenshots could depict anything from a nuclear bunker to a hallway in a gay nightclub. Whatever it is, look up some reference pictures in Google, examine what kind of textures and colours are present then try to recreate the look.
The setting should be, I suppose underground. This map isn't really meant to be that complicated, as I intended it just for CS, I just wanted to keep it nice and simple..
I've learn a lot from watching Lamarr streaming. If you use light glows and contrasting colours it helps a large amount, so bright glows from a distance but not in the actual game-space, use them in far off areas to make it seem more dramatic. Secondly use contrasting colours, a red warning light juxtaposed against a blue-ish fog really sets the scene, but then also combining it helps a lot - so combining blue lights with blue fog adds a nice sense of cold and artificial feel, the use of warmer lights such as oranges and yellows adds a homey/industrial/realistic touch, but only to be used in moderation.
[QUOTE=343N;29827177]The setting should be, I suppose underground. This map isn't really meant to be that complicated, as I intended it just for CS, I just wanted to keep it nice and simple..[/QUOTE] Word of advice, don't use Combine models for a Counter Strike level.
Well, I couldn't find any lights I could put into the ground and make light shine from the ground, so I stuck with the combine ones. I didn't want any lights dangling from the roof.
[QUOTE=343N;29828055]Well, I couldn't find any lights I could put into the ground and make light shine from the ground, so I stuck with the combine ones. I didn't want any lights dangling from the roof.[/QUOTE] You could always try the plain white one or creating your own texture which illuminates light with the help of the lights.rad folder and further detailing the lights with entities in hammer.
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