Lighting problem

Discussion in 'Mapping Questions & Discussion' started by DataTraveler, Feb 27, 2010.

  1. DataTraveler

    DataTraveler L1: Registered

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    screen explains everything
    [​IMG]
    [​IMG]

    Now how to remove that ugly shadow from first pic?
    And from second pic how to ir look more natural. becouse now it just goes dark and suddenly become brighter.
     
  2. Mick-a-nator

    aa Mick-a-nator

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    First pic looks odd... why does it start as a circle at the ground but ends as a right-angle :confused:? make the wall a circle all the way to the top and the horrible shadows will go away.

    Second pic, what are those? brushes? displacements? they look odd too, I can't see what they would be in real life. anyway, if you still want them, try texturing them with alt+p in texture application mode (Shift+a to get texture application mode, select the wall, alt+p on the things you want to texture) or just texture them something different from the wall.
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Are you compiling with vrad set to normal?
     
  4. DataTraveler

    DataTraveler L1: Registered

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    It ends in right angle to fit the roof.
    And here how looks that wall from second pic
    [​IMG]

    I run HDR full compile configurations.
     
    Last edited: Feb 27, 2010
  5. DataTraveler

    DataTraveler L1: Registered

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    here are the same walls but they look noraml
    [​IMG]
    And if you ask why I made them so I made that to make my map look less blocky
     
  6. Nutomic

    Nutomic L11: Posh Member

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    You could just use 90 degree angles.

    Generally, you can always try to look how valve have done things, like such walls.
     
  7. Pocket

    aa Pocket func_croc

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    Try giving VRAD a hint as to which faces are part of a single, curvy surface by using Smoothing Groups. I'm not entirely sure what you're going for myself.
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Yea, but you're talking about a decade old mapping technique that went out of fashion when game engines became more powerful. IE when HL came to the Source engine and we got more support for models.

    Your approaching "detailing" from the wrong perspective. You don't make a room less blocky by adding bulk heads to everything.

    I could mention a few techniques but at the end of the day just reference the provided sdk_prefix_mapname.vmf's Valve kindly provided for us, to see for yourself how it's executed by the pro's.

    Blocky isn't something to be "avoided" but "worked around". I mean, for starters, a lot of stuff is naturally blocky anyway; it's how we produce our structures (certainly in the era depicted in TF2), forfilling certain structural necessities.

    What you have here though, are lightmaps on different surfaces that don't match up (fairly common issue with faces that meet along a diagonal angle), This often often happens when tying a brush to an entity as the objects are treated individually. There is no smooth transition between the lightmaps, which can also result in problems when an object cuts into a face with a shadow cast across it.

    Take a look at Shmitz's lightmap tutorial over here: http://forums.tf2maps.net/showthread.php?t=1693
     
    • Thanks Thanks x 1
    Last edited: Feb 27, 2010
  9. Tapp

    Tapp L10: Glamorous Member

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    Your 'round base to right angle' column is bordering on an invalid solid, and will only cause more problems down the line. Best to just go with a cylinder.
     
  10. DataTraveler

    DataTraveler L1: Registered

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    Well i did like grazr said . Now I have another question but I don't want to create a new topic so I will ask here. Which env_ should I use to get nice looking smoke (from chimneys). And which settings should I use to get best effect?