desert

Discussion in 'Map Factory' started by Anti Christ, Nov 8, 2009.

  1. Anti Christ

    Anti Christ L1: Registered

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    This is my first public map. I posted it on fpsbanana a while ago. But I just came here, and it seems it has more activity, so far. I know it has it's bugs (the low ceiling, and one blank spot) They were all ones I realized after I released it, and started on a new map.

    I'd just like some constructive criticism. So far, the couple of people I've played it with, really like it. I hope everyone else does, too.
     
  2. The Political Gamer

    aa The Political Gamer

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    Its wwwaaaayyyy to dark and it uses hl2 textures! D:
     
  3. Anti Christ

    Anti Christ L1: Registered

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    Yeah, I realize this. When I was making it, I thought it looked cool (I still do!) But a lot of people said that's bad. So I've made a not not to use Hl2 textures now.

    And for it being dark, I guess it's just my monitor. Some people have told me that it's to dark, but it seems fine to me.
     
  4. The Political Gamer

    aa The Political Gamer

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    Looks pitch black on my end and I don't think it would hurt to brighten the map up a bit anyway.
     
  5. frothy

    frothy L2: Junior Member

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    Yeah, I have the brightness on my monitor bumped up a few from the default and I still cant tell what I'm looking at in that first picture. Dark maps may look cool, but are very impractical for the bright, easy to see nature of TF2. Brighten it up and we'll be in business.
     
  6. Anti Christ

    Anti Christ L1: Registered

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    Yeah, I plan on going back into the map when I'm done with my current project and touching it up. I'll play with my monitor so that it looks darker for me, and then adding in better lighting. And make a few changes here and there I've come up with after I've finished it. Thanks for the comments, though.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Looks like you just need a light_environment here. The fact that you have normal lights has prevented fullbright despite the fact it appears you are missing the light_environment. Your map is like 90%+ dark. It should be 90%+ light.
     
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  8. Anti Christ

    Anti Christ L1: Registered

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    Okay, I've never heard of a light_environment. I'll look it up now, and see what it does.
     
  9. Lancey

    aa Lancey Currently On: ?????

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    Can't see, but judging by that door, it's going to be filled with improper textures.
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I'm sure you found out by now what it does but just incase you didn't, your light_environment is basically your "sunlight". Any skybox textured brush will cast a light at your given pitch/yaw (which needs to be at around -45 to -90 pitch to visibly cast downwards and light your map, otherwise it will just cast light sideways). Thus, lighting your outside areas.

    You can also control the standard level of darkness of your shadows, but this is a very subtle use that can go horribly wrong if you don't take care.

    you'll want to match your your light_environment colour with your skybox's ambience for maximum immersion. I couldn't find the skybox library here on TF2maps.net but did find them on FPSB, but to save your soul from setting foot on the internets anus i'll copy and paste the variables here:

    sky_badlands_01

    Sun Angle: 0 210 0
    Sun Pitch: -30
    Brightness: 251 201 155 250
    Ambience: 153 159 187 170
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_dustbowl_01

    Sun Angle: 0 30 0
    Sun Pitch: -25
    Brightness: 254 210 152 800
    Ambience: 151 135 180 420
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_goldrush_01

    Sun Angle: 0 108 0
    Sun Pitch: -35
    Brightness: 254 226 186 600
    Ambience: 118 114 139 350
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_granary_01

    Sun Angle: 0 130 0
    Sun Pitch: -15
    Brightness: 255 226 196 500
    Ambience: 116 113 149 300
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_gravel_01

    Sun Angle: 0 167 0
    Sun Pitch: -32
    Brightness: 250 216 146 850
    Ambience: 106 134 174 500
    HDR Brightness: 250 216 149 650
    HDR Ambience: 106 134 174 380

    sky_hydro_01

    Sun Angle: 0 51 0
    Sun Pitch: -37
    Brightness: 244 215 193 750
    Ambience: 156 178 255 250
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_night_01

    Sun Angle: 0 108 0
    Sun Pitch: -35
    Brightness: 66 73 100 175
    Ambience: 66 73 100 175
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_tf2_04

    Sun Angle: 0 145 0
    Sun Pitch: -45
    Brightness: 216 207 194 700
    Ambience: 200 202 230 60
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_trainyard_01

    Sun Angle: 0 300 0
    Sun Pitch: -65
    Brightness: 253 243 208 600
    Ambience: 124 138 203 500
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    sky_well_01

    Sun Angle: 0 300 0
    Sun Pitch: -35
    Brightness: 248 197 139 400
    Ambience: 142 154 182 200
    HDR Brightness: -1 -1 -1 1
    HDR Ambience: -1 -1 -1 1

    edit: Found extra info on the VDC: http://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf
     
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    Last edited: Nov 10, 2009
  11. Anti Christ

    Anti Christ L1: Registered

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    Thanks, I'll try this in a bit. I just have one question, can it be disabled? When you go into the room with the HL2 textures, and touch the console, it disables a lot of the lights. If I can't disable it, it would take a lot of the feeling I was attempting at out of the map.
     
  12. Lancey

    aa Lancey Currently On: ?????

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    What feeling? The one where nobody can see for shit?
     
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The light_environment is not dynamic, otherwise we could have rolling sunsets etc. You don't have to have a blazing mid-day sun though, you could use a night skybox if you want things dark, and tell your light_environment to cast minimal light in its variables to compliment this skybox choice.

    the light_environment will only cast light where you have your skybox brushes. The blue skybox texture: http://www.interlopers.net/images/hl2tutorials/2d_skybox/pic1.jpg
    It wont cast light inside unless you have windows and doors where light will bleed in slightly.