Lighting problem

DataTraveler

L1: Registered
Aug 28, 2009
29
1
screen explains everything
ctfstotisb40001.jpg

ctfstotisb40003.jpg


Now how to remove that ugly shadow from first pic?
And from second pic how to ir look more natural. becouse now it just goes dark and suddenly become brighter.
 
Feb 18, 2009
640
629
First pic looks odd... why does it start as a circle at the ground but ends as a right-angle :confused:? make the wall a circle all the way to the top and the horrible shadows will go away.

Second pic, what are those? brushes? displacements? they look odd too, I can't see what they would be in real life. anyway, if you still want them, try texturing them with alt+p in texture application mode (Shift+a to get texture application mode, select the wall, alt+p on the things you want to texture) or just texture them something different from the wall.
 

DataTraveler

L1: Registered
Aug 28, 2009
29
1
First pic looks odd... why does it start as a circle at the ground but ends as a right-angle :confused:? make the wall a circle all the way to the top and the horrible shadows will go away.

Second pic, what are those? brushes? displacements? they look odd too, I can't see what they would be in real life. anyway, if you still want them, try texturing them with alt+p in texture application mode (Shift+a to get texture application mode, select the wall, alt+p on the things you want to texture) or just texture them something different from the wall.

It ends in right angle to fit the roof.
And here how looks that wall from second pic
pic1q.jpg


Are you compiling with vrad set to normal?

I run HDR full compile configurations.
 
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DataTraveler

L1: Registered
Aug 28, 2009
29
1
here are the same walls but they look noraml
ctfstotisb40000.jpg

And if you ask why I made them so I made that to make my map look less blocky
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
You could just use 90 degree angles.

Generally, you can always try to look how valve have done things, like such walls.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Try giving VRAD a hint as to which faces are part of a single, curvy surface by using Smoothing Groups. I'm not entirely sure what you're going for myself.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
And if you ask why I made them so I made that to make my map look less blocky

Yea, but you're talking about a decade old mapping technique that went out of fashion when game engines became more powerful. IE when HL came to the Source engine and we got more support for models.

Your approaching "detailing" from the wrong perspective. You don't make a room less blocky by adding bulk heads to everything.

I could mention a few techniques but at the end of the day just reference the provided sdk_prefix_mapname.vmf's Valve kindly provided for us, to see for yourself how it's executed by the pro's.

Blocky isn't something to be "avoided" but "worked around". I mean, for starters, a lot of stuff is naturally blocky anyway; it's how we produce our structures (certainly in the era depicted in TF2), forfilling certain structural necessities.

What you have here though, are lightmaps on different surfaces that don't match up (fairly common issue with faces that meet along a diagonal angle), This often often happens when tying a brush to an entity as the objects are treated individually. There is no smooth transition between the lightmaps, which can also result in problems when an object cuts into a face with a shadow cast across it.

Take a look at Shmitz's lightmap tutorial over here: http://forums.tf2maps.net/showthread.php?t=1693
 
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Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Your 'round base to right angle' column is bordering on an invalid solid, and will only cause more problems down the line. Best to just go with a cylinder.
 

DataTraveler

L1: Registered
Aug 28, 2009
29
1
Well i did like grazr said . Now I have another question but I don't want to create a new topic so I will ask here. Which env_ should I use to get nice looking smoke (from chimneys). And which settings should I use to get best effect?