final touches, need help.

Discussion in 'Mapping Questions & Discussion' started by Shadowfield, Oct 27, 2008.

  1. Shadowfield

    Shadowfield L2: Junior Member

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    Hello again. So, I'm entering a spawn room into the mini-contest, and I'm really excited about the way it turned out. Much more so than I was a week ago. I've only got a few things I need to fix before it's complete. And I'm going to need help:

    1) Cubemaps: I have a couple props that display that weird purple cube texture. I've looked through the forums saying that I need cubemaps. I couldn't find how to build one. So, how do I build a cubemap? A redirection to a previously posted explanation would be fine. (note: I'm not the best with complex computer terminology, so the simpler the better).

    2) Lighting: I have a light_environment in my map, but the shadows it cast are really blurry. I set the diffusion to 0, but that doesn't really help. How can I get crisp and well-defined shadows from a light_environment. Or do I need another type of light?

    3) Screenshots: Once again, I searched, but my searching skills must be quite bad... when I'm in spectator mode, black stuff cuts off the top and bottom of the screen. And taking screenshots from 1st person view seems abit unprofessional. Or is there a way to not display your weapon?

    Once again, your help is much appreciated. And come see my final entry for the contest. I'm really excited about it! (I know, it's just a spawn room, but I think I should get the most improved award. haha).

    Merci.
     
  2. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    1) http://forums.tf2maps.net/showthread.php?t=4150&highlight=build+cubemap 4th post.

    2) Its not the lighting that is the issue, it is the lightmap scale of the surface. Open up the texture editor and select the face in question. The default is 16. The lower this number goes, the sharper the shadows look. However, this also increases your file size. Not a major issue for the contest, but something nice to know.

    3) Type sv_cheats 1, and then cl_drawhud 0. This will give you a nice clean shot.
     
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  3. FaTony

    FaTony Banned

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    1st person clean shot : sv_cheats 1, r_drawviewmodel 0, cl_drawhud 0.
     
  4. Shadowfield

    Shadowfield L2: Junior Member

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    Thanks. 2 and 3 are done... I have to get started on the cubemaps though.
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    r_drawviewmodel 0 is handy but i find no clipping to take screenshots incredibly "skitty". It's preferable (to me atleast) to just go spectator and do TDSoYS's suggestion.
     
  6. FaTony

    FaTony Banned

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    sv_accelerate_noclip or smth like that...
     
  7. Altaco

    Altaco L7: Fancy Member

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    sv_noclip accelerate. I usually either do 0 or 3-5.


    Also, to build cubemaps you need at least one cubemap entity in your map. Put cubemaps in each area that is significantly visually different then the others in your map. Place em about at head level and roughly in the center of the room/area.