- Jan 14, 2009
- 195
- 23
[QUESTION] Abyss Darkness illusion
Good afternoon/evening/morning mappers,
I'm making a map where there's a pit you fall down. It needs the illusion of, well, a bottomless pit. Thus I need it to be black or at least really dark. I used vmex to extract a couple of maps that did something similar but I have not a clue as to how they did it. Then again those were indoors environments, and as you can see here, mine isn't:
[old image here]
Any ideas on how to make that cliff darker without it looking horrible?
EDIT: Thanks to Ravidge for the answer (page 2). Adding it to OP so it's easier for people to see.
Note: to set opacity of a func_brush, set its Render Mode to Texture. Then use a range from 0-255 to set opacity (0 is invisible, 255 is opaque)
Good afternoon/evening/morning mappers,
I'm making a map where there's a pit you fall down. It needs the illusion of, well, a bottomless pit. Thus I need it to be black or at least really dark. I used vmex to extract a couple of maps that did something similar but I have not a clue as to how they did it. Then again those were indoors environments, and as you can see here, mine isn't:
[old image here]
Any ideas on how to make that cliff darker without it looking horrible?
EDIT: Thanks to Ravidge for the answer (page 2). Adding it to OP so it's easier for people to see.
I tried :/
{Click for showcase}
behind the scenes: http://i305.photobucket.com/albums/nn220/Ravidge/tf2/pit0004.jpg
made of 50 (overkill, actually 10-20 should be enough) or so func_illusionary (black tooltexture), each with less opacity than the previous one and a block light somewhere in the middle.
Falling into it engulfs the player in darkness very quickly but not instantly.
I have no idea how much this would cost to render in a larger scale and/or more detailed environment but I noticed no fps troubles in this small test map.
Note: to set opacity of a func_brush, set its Render Mode to Texture. Then use a range from 0-255 to set opacity (0 is invisible, 255 is opaque)
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