1. Hey Guest, welcome to the new forums. Be sure to check out this thread to get all the information you need on the cool new stuff!

WiP in WiP, post your screenshots!

Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.

  1. Wander

    Wander L3: Member

    Messages:
    147
    Thanks Received:
    42
    you're right, my bad :blushing:

    point stays, that it might be worth messing with the lightmap scale to see if it fixes lighting bugs on displacements:)
     
    Prestige thanked this.
  2. Boylee

    aa Boylee pew pew pew

    Messages:
    1,010
    Thanks Received:
    568
    Yeah I've not come across that glitch, it was only the filesize comment I was making a correction on.

    Just out of curiosity is there any way of manually editing the lightmaps once they've compiled in vrad?
     
  3. grazr

    aa grazr Mmm, hhhyes. indubitably.

    Messages:
    5,126
    Thanks Received:
    3,464
    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.
     
  4. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,563
    Thanks Received:
    1,266
    Prestige thanked this.
  5. soylent robot

    soylent robot L7: Fancy Member

    Messages:
    491
    Thanks Received:
    160
    do you even need blockbullets there? the wire textures function as solid walls if theyre on normal world brushes, right?
     
    Prestige thanked this.
  6. Jeremy

    Jeremy L10: Glamorous Member

    Messages:
    791
    Thanks Received:
    249
    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 6, 2012
  7. Boylee

    aa Boylee pew pew pew

    Messages:
    1,010
    Thanks Received:
    568
    If you want smooth alterations to your displacements then zoom out a good distance and use a big sculpt brush set to a small offset distance. ;)
     
    Jeremy thanked this.
  8. Prestige

    aa Prestige March 2009: Diagnosed with "The Gay"

    Messages:
    1,717
    Thanks Received:
    1,451
    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 :)
     
  9. owly-oop

    aa owly-oop opa

    Messages:
    781
    Thanks Received:
    1,137
    prestige pro map! pro prestige proing the map
     
    Penguin and Mr.Blob thanked this.
  10. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

    Messages:
    563
    Thanks Received:
    220
    [Insert person here] bless chicken wire and all its mapping uses and applications!
     
    Micnax thanked this.
  11. Jeremy

    Jeremy L10: Glamorous Member

    Messages:
    791
    Thanks Received:
    249
    Ooh okay. Thanks!
     
  12. Rexy

    aa Rexy The Kwisatz Haderach

    Messages:
    1,716
    Thanks Received:
    2,338
    [​IMG]

    is the ancestor of:

    [​IMG]

    Evolution in shambles
     
    Konata, Yacan1, Turbo Lover and 12 others thanked this.
  13. Tarry H Sruman

    aa Tarry H Sruman Large Orphanage Proprietor

    Messages:
    862
    Thanks Received:
    808
    That gif needs the Super treatment.
     
  14. owly-oop

    aa owly-oop opa

    Messages:
    781
    Thanks Received:
    1,137
    [​IMG]
     
    Konata, PlipPlop and Rexy thanked this.
  15. Rexy

    aa Rexy The Kwisatz Haderach

    Messages:
    1,716
    Thanks Received:
    2,338
    [​IMG]
    [​IMG]
     
    Last edited: Mar 10, 2012
    Konata, MangyCarface, Bakscratch and 19 others thanked this.
  16. EArkham

    aa EArkham Necromancer

    Messages:
    1,079
    Thanks Received:
    1,048
    So... this is a heavy skin replacement, yeah? Can we see it with a minigun?
     
    Rexy thanked this.
  17. Tom Hoen

    Tom Hoen L6: Sharp Member

    Messages:
    312
    Thanks Received:
    245
    [​IMG]

    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.
     
  18. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    2,515
    Thanks Received:
    2,466
    Lower the trigger_hurt a bit. I hate dying miles up.
     
  19. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    310
    Thanks Received:
    226
    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.)
     
  20. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

    Messages:
    563
    Thanks Received:
    220
    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?