WiP in WiP, post your screenshots!

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
Um, sorry 'bout changing the subject, but... Does anyone have any idea regarding the root of my displacement lighting problems?

Oh, and an additional question. Gullywash contained a bunch of weapon models hidden in various places. Does anyone know how this was done? I tried inserting a prop_static which used a weapon model, but it didn't show up in-game.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
I have no idea about your displacement issue, but in the image the texture looks very stretched. Did you subdivide to create that lump? Honestly I tend to delete and recreate from scratch when weird stuff like that happens.

For your weapons, use prop_dynamic instead of prop_static.

And now, per request, a variant of the pyro homburg for the demo:

demo_bombhat01.jpg


"It's like having an ace up your sleeve. Only it's a bomb. In your hat."
Workshop Linky Link
 
Jan 8, 2011
397
393
"We are a serious TF2 mapping community."

*Cue 2 pages of discussion about a chest of drawers for Amnesia*
:p This is absolutely fascinating though, please do go on.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
RE: the lighting issue, specifically your map, does the following vrad variable change the above "splotches" in any way?

-LargeDispSampleRadius
This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area.

did a compile with that, the bug is still there :(
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
My displacement problem has been solved. I intersected displacements instead of sewing them, and apparently that is terrible.

So... Every map ever has to arrange all its displacements in a tetris-style puzzle grid, huh? that sounds terribly inconvenient.

Well when you consider its tetris where you can control the size and shape of the pieces entirely (apart from them having to be 4 sided), its not that bad.

Also generally sewing is good for discrete objects but not necessary for everything. Have every piece in a cliff-face sew, but you can just poke it through the ground and the lighting will be fine
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
Well when you consider its tetris where you can control the size and shape of the pieces entirely (apart from them having to be 4 sided), its not that bad.

Also generally sewing is good for discrete objects but not necessary for everything. Have every piece in a cliff-face sew, but you can just poke it through the ground and the lighting will be fine
Really? But poking through was what caused my problem, wasn't it? The cliff thing consisted of a bunch of sewn together displacements, which would have worked fine on its own. However, it poked up through a relatively flat ground layer, and there was a dramatic change in lighting between ground and cliff.

plus if a displacement just wont stick together or look good on the corners, you can always hide it behind props and brushes
Yep, I'm using a few of my houses for that. It's a lifesaver.
 
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re1wind

aa
Aug 12, 2009
644
588
The wooden support around the top right window is a bit odd. the wooden support, specifically the bottom left corner needs something, either a diagonal support to the left tall window's bottom right corner, or a vertical, or near-vertical support.

otherwise i like.