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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Even if you could change the lightmap scale the shadows wouldn't change. Think of the shadows as an extra layer being rendered, like bump/normal maps. Vrad has computed them and that's that, the shadow texture is baked on.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
823EA6AA98434D02B870553B02AF07C52570A271

16A4D1ADC06A32161DF861F6D9738C8C200A4921

lighting isnt orange enough

help!!!
http://dl.dropbox.com/u/7479925/Maps/portland/brush.png vs. http://steamcommunity.com/id/ThePrestige/screenshot/469737224475718250?tab=public

lighting bug + that grate brush wont show up

Grate brush won't show up bc blockbullets is kind of like nodraw for vvis purposes IIRC. make it func_brush or something
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
It makes me sad when someone quotes terrible displacements and says "how do you make such nice looking displacements."

[...]

Also Raffi, have you ever published any attempt for critique? looking through your started threads shows only 100% flat ground displacements.
I was referring to that cliff to the right of the image and how smooth it is (the vertical displacements I do always look jagged). I must've rushed that post or been tired or w/e because I've just noticed how unclear/invalid/whatever the post was.

I have tried doing cliffs and such with displacements, but they always turn out terrible so I tend to avoid them. And anyway I have yet to release a proper map beta which is probably why I haven't had much practice.
 
Last edited:
Mar 23, 2010
1,872
1,696
do you even need blockbullets there? the wire textures function as solid walls if theyre on normal world brushes, right?

yep, was worried about it being like some of the other grate brushes where splash goes right through them.

also changed the lightmap down and that fixed the other bug. thanks guys :)
 
Sep 1, 2009
573
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[Insert person here] bless chicken wire and all its mapping uses and applications!
 
May 2, 2009
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Made a little modification to lower sideroute on frostfell. It's 64 units deep and it has stairs for lazy players between those pipes. Maybe it slows the pyros down.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
You basically can lower the trigger_hurt so, that he is sticking only one unit out of the floor, but then don´t forget to place a trigger_nobuild, which sticks out at least 128 units. (Because of those trolling exploiters.)
 
Sep 1, 2009
573
323
I have this strange feeling that Rexy's bones are to damn well clean. What? Did Rexy imagine a tank of bleach when I wasn't looking?