Hello, I'm new to mapping, and while making my first map, I've noticed that these lanterns that you see in the provided screenshots become black when facing a direction, what could be a possible fix for this? (for reference, I think it might be a lighting glitch as my light ent is situated right...
I've got two problems.
1. The reflections on glass is still showing a default skybox (
View: https://i.imgur.com/j99CLTt.png
) - how can I change it to a custom one? A cubemap is placed right next to the glass (on 64 height) and I used "buildcubemaps" command in game.
2. I have a bunch of...
Light-up marquee letters, numbers, and a bit of punctuation for use in your maps. Ideal for urban environments or anywhere you want to add some showiness.
Notes:
Based on the Bebas Neue font.
Comes in three sizes
Includes, off, on, and blinking light modes as skins.
Modular support structures...
After compiling the map with final lighting, one of the brushes turned completely black. This is just a regular brush, not a func_brush, not a func_detail. Below images are how it looks in game (compiled with final lighting) and how it looks in hammer. (lighting preview, triggers and nodraw on)...
Includes Lights:
---
Thin (30 Inner / 45 Outer)
And
Wide (45 Inner / 60 Outer)
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That are appropriately Named.
(Remove the Names before compiling or else Source will have a Brain Blast and make them Dynamic)
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From Heights:
192
256
320
384
448
512
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I cannot get glowing textures to work at all in tf2. So, all I want to do is make some floating glowing pure white cubes that are very bright, and so I created a lights.rad file for it. But, no matter what I do, the white cube gives off a very faint glow to the surrounding area, and no other...
I was starting to make a map, I compiled it, and then even though I had light entities, my map was stuck at full bright, I tried mat_fullbright 0 but nothing worked. I had never got this problem, please help.
I'm making a map while taking influences from other games, and this lighting especially caught my eye:
It has some sharp shadow transitions and dark roof/corners lighting. This is the type of lighting I need in some hallways in my map, but the problem is I'm having trouble creating it. I...
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Despite having both a light_environment and light entities in my map, the map will load with fullbright. It was working for a while and...
VRAD keeps prematurely quitting before its job is done, reporting "too many lights 8193 / 8192". When I load up the map, it is always fullbright. I tried twice, once when doing a full compile, and a second time, with VVIS on fast. The second compile log is below.
Not sure why it says there are...
Hi TF2maps,
I've been working for about 2 to 3 months on a payload map that has multiple hallways leading to big open areas.
In order to add some WOW, I've decided to add cured hallways (using this Valve tutorial) on some of them.
Using the arch tool was fine, the generated geometry was nice...
This unlucky bottle has lost its owner and has been shot. (this was pre-L&W) As it now just sits under a bright light in a dark room in koth_harvest.
Will this bottle ever see its owner before it despawns? The Answer: No. The End.
Hi, I'm new to Hammer and I'm making a TF2 map. I am ok at detailing maps, but I want to know three things on lighting. I highly appreciate it if someone can help me:
1. How do you make these beams come from the lights? Is there an effect tool, or do I use "light_spot"?
2. How do you make...
What is better, light_spot or light_dynamic for a bunker?
I have one that#s purple for emergency lights, white for normal.
Breaker_room emergeny lights:
Okay, so I'm here with a little problem that (maybe) is something I did wrong because I'm new into mapping to source (usually I mapped a lot in gldsrc), so.. the problem is that when I was working in this map everything in the lights were fine until I build the cubemaps. Then the lights started...
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