Discussion in 'Mapping Questions & Discussion' started by tyler, Jan 16, 2011.
sorry, all settings must be made before compiling :\
Thought so, but wanted to make sure. Figured even if I could it would bloat filesize anyway. Thanks.
The lighting would have to be adjusted, so VRAD would need to run again. 1) that's impossible; 2) you don't want people compiling a map during gameday, do you?
It can be done through server plugins, seen it while playing a CS:S mod.
Rudimentary colorcorrection job.
Well it depends what you want to do.
Obviously changing the angles of the shadows and such is out of the question. What you can do is change the brightness and color of the lighting. I used to do it on my Left 4 Dead 2 map to simulate a night time to day time transition.
I have a video of it right here.
This is all done with map ents.
What i did was create a targetname attribute in light_environment and gave the ent a name.
From there it acted very similar to a normal light ent.
Only problem i see here is file sizes being through the roof (Well in my case anyway).
Any game on the L4D2 or Alien Swarm engine can use light_directions which have names and can be toggled to fake the sun moving and chaning brightness through the sky, but you can only have like 4 different settings. I'll upload the test map I made for it later
is shaky hallows dead by the way, trey?
It looked really promising...
Color is most of what I'd like to change, actually. There might be a weather thing too I guess but uh color is like 95% of it.
Hehe i'm surprised people still remember it. I have shifted my focused onto my Medieval payload map at the moment. I would like to start again on Shaky Hallows but i feel Left 4 Dead 2 modding community is slowly dying.
I have come up with a lot of new ideas and am much better at source modding then i was (Midway though development i had just created my first model!)
Once I finalize my payload map i will most likely be heading back to it.
So the short answer is no, its not dead.
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