WiP in WiP, post your screenshots!

BANG!

L1: Registered
Feb 8, 2011
24
24
Well I finally got to compile the map with vrad NOT crashing, I had to get rid of the background building to make the skybox smaller.

But there comes the problem, I am indeed in "mat_fullbright 0" but the map models (as static props) do not light properly or I am doing it wrong.

I have a "light_environment" inside my skybox above the static props.
These statics props being the level models do not have collision models, I read shadows are calculated from the collision model unless you use the setting "-staticproplighting" so I am.

garage_prob0.jpg



garage_prob.jpg


As you can see the visible brushes in the exterior are lighting properly, and yes its too bright.
Any ideas on how to solve this? I am trying to get sharp shadows.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
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When you say INSIDE the skybox do you mean inside the literal box you made with the 1/16th models?

The only thing you need in there is the sky_camera. light_enviroment can stay with all the other light entities. Mine are all right next to the main point on my map.
 

BANG!

L1: Registered
Feb 8, 2011
24
24
When you say INSIDE the skybox do you mean inside the literal box you made with the 1/16th models?

Yes.


The only thing you need in there is the sky_camera. light_enviroment can stay with all the other light entities. Mine are all right next to the main point on my map.

Tried sky_camera doesn't seem to make any difference.

I made simple level and put one part of the level models, it looks like its dropping a shadow on the ground brush but as if it that shadow came from a simplified model of the object (probably generated convex hull) or a bouding box.

So I am going to try creating the collision models for the props see if that lights properly then.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
I might have made that airboat. Maybe. I won't tell.

Still playing around with this:
zig_env_test_08.jpg

OK, when I first saw those models I was conflicted. On one hand, they clearly matched the hand-painted style of the game, but on the other hand, they were so different from the style used in all the other maps' rocks (except Upward, which has the same problem plus not looking anything like the TF2 style) that it still felt out of place.

This picture helped put it in context, and it really does seem to fit now.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
OK, when I first saw those models I was conflicted. On one hand, they clearly matched the hand-painted style of the game, but on the other hand, they were so different from the style used in all the other maps' rocks (except Upward, which has the same problem plus not looking anything like the TF2 style) that it still felt out of place.

This picture helped put it in context, and it really does seem to fit now.

I don't know too much, but Upward felt very tf2-esque style wise.

Also, something I noticed in that picture that I missed previously... Those trees... are really nice, are they custom or have I not been looking hard enough in the prop library.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
2,533
Also, something I noticed in that picture that I missed previously... Those trees... are really nice, are they custom or have I not been looking hard enough in the prop library.

They're my oaks from Manor, so you should have them too. Maybe update your prop library version.
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
kothcouleeb5mirror0005.jpg

kothcouleeb5mirror0004.jpg

kothcouleeb5mirror0003.jpg


Preventing spawn camp-ability is hard...

(I know about all the messed-up model angles in those pictures. It's a side-effect of going from rotational to mirrored symmetry... one which is gradually being fixed.)
 

Huckle

L3: Member
May 31, 2010
149
101
It's looking pretty great though I think you need to throw in at least one more texture so that everything doesn't look so samey. Maybe put a redder brick/concrete on the lower part with the door?

Having railings on both sides of the stairs in spawn looks a bit weird as well since you're unlikely to fall over the wall side anyway. :)
 

Mariner

L2: Junior Member
Jan 16, 2011
59
20
It'd be kind of cool if you could use the Manor cracked plaster texture as the basis for an overlay on top of the bricks in some areas, to break the monotony. IDK if it's setup for transparency for that use.
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
There'll definitely be a lot more added/a lot of things changed details-wise as time goes on; right now I'm focusing on making it fully functional from a gameplay perspective (e.g. making sure the doors are set up properly, figuring out what needs to be func_nobuild, deciding where resupply lockers ought to be, etc.)
Once the shape and functionality is nailed down, I'm gonna go back and finish making it look all nice 'n purdy.

The reason it's so detailed right now, yet still receiving big layout changes, is that this went pretty much from late-alpha to mid-beta without anyone giving layout feedback, so it all came in at once in a gameday... so I'm working around the existing details to fix it up.

The Mann Manor plaster-cracks overlay is set up for transparency, but it looks odd on the brick to me when I apply it... :\
 
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Sep 1, 2009
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Dangerninjas.jpg


I had too much time on my hands.
 
T

The Asylum

pipeballea10001.jpg


Pipe Balle, the little-known medieval pastime that would eventually become known as Pipeball.

ETA: A look at BLU's custom-made tapestry:

pipeballea1blu.jpg
 
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Void

Local Man Unable To Map, Sources Say
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Sep 14, 2008
1,868
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I like it, though the long line of rocks makes me think of the junkyard around the Combine Cannon in Episode Two.