WiP in WiP, post your screenshots!

xzzy

aa
Jan 30, 2010
815
531
Especially with those metal panels everyone loves to slap all over buildings to make them look decrepit, fuck those things.

They look fine on daytime maps but when it's gloomy it refuses to light evenly.

Just look at this:

6CA2F580C52B3CABD79E76540D5CAFDD16A7B4CF


UGH.
 
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YM

LVL100 YM
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Dec 5, 2007
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wtf is going on with the top of that cornwell building?

Also you have a horrible mismatch of styles going on there. Bricks, cinderblocks, concrete, wood, blue metal, red metal, all going on within the same field of view. It's visual yuck.

But anyway, on to the question you asked:
The metal panels light from one side only, because they're a single sheet of polygons and not actual doublesided. So you need to change "Ignore surface normal for computing vertex lighting" to "yes" in the keyvalues. Also, "Disable Self-Shadowing with vertex lighting" might be necessary, but I am less certain about that.

Oh, neither of those will do anything if you're not compiling with vertex lighting. So if you're not doing that, you should be (for at very minimum, your final compiles) If for quick testing you don't use vertex lighting, don't worry about the incorrect shadowing.

Learn you some stuff
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
That last screenshot is an extremely old shot of this map and we've been compiling with proper lighting and shadowing compiling options for quite some time now.

edit: This is our current RC1 release of the same angle as above
0C83960E489AA78E98E1CB8A270E37D1621C6752
 
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YM

LVL100 YM
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Dec 5, 2007
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Well that looks a lot more coherent, but it's still quite a jumble of styles. look how close that raggedy wooden fence is to that set of clean, crisp metal steps; or how you have a wooden section coming right out of a breeze block building. And I still question: what the fuck is going on with that building's roof??
 

xzzy

aa
Jan 30, 2010
815
531
I know how lighting on props works, but thanks.

Those particular patch panels just don't light smoothly, I guess I'm not 100% sure the origin isn't buried in a brush but they have a bad habit of either being fully lit or fully dark. There's no real middle ground. Works fine in daylight maps because usually they'll either be in full shadow or full sunlight, but in a night map it sticks out like a sore thumb.

I messed around with it for hours trying all sorts of options and I eventually gave up and demanded Crash and Hey You stop putting the things into the map.
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
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You're seeing the transition between Blu's territory and Red's, which is why there's a bit more variety in materials being used.

The map is partially construction themed so there are a lot of ragged half built/ thrown together structures on the map.

2C37500DD0A011B12824D19B521020547122AA02
 

xzzy

aa
Jan 30, 2010
815
531
To be fair, no one's saying the detailing on stoneyridge is perfect. All of us who worked on it have been trying to delete and smooth out stuff every time we open the vmf. But there is SOME consistency with what's going on.. there is in fact a "story."

I think the map is overall pretty good with the aesthetics, even though there's lots to nitpick. It certainly makes some pretty screenshots.
 

YM

LVL100 YM
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Dec 5, 2007
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That looks bad because your props look nothing like your brushwork. Also that brush has one hell of an overhang.

It'd look a butt-load better if you replaced those props with brushes (possibly displacements) that emulated the raggedness. Then the whole roof would feel damaged, but unified.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
How many people already do give feedback on such areas ingame? That number reaches close to 0 anyway. Its that we comment on a screenshot here and actualy try to find the issue in more detail.

People ingame give feedback on things blatently in the way, but those 'tiny' things arent something they complain about (as then in some maps the stream of complaints just would be too large). If they do they at most will say 'area looks weird'. Not even giving a slight indication on what exactly is that weird looking thing.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
Well my second detail entry, Keikoku is pretty much finished. I've got the optimisation to the point where it's decent enough too.

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re1wind

aa
Aug 12, 2009
644
588
It immediately reminded me of pl_upward which hopefully was your intention. Also tone down the bloom a bit, it's quite obvious.

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