- Aug 6, 2014
- 1,056
- 536
Ooooh, mysterious!
Anyway...
I think I fixed the main problems with the skybox. Now it's a little less "punch" and has a much more sane color scheme.
Those hay bales were stacked by the magical powers of paste special. I'll obviously pretty that up during the detailing process. I just wanted something to indicate that the area there is blocked by a clip brush.
Those hay bales were stacked by the magical powers of paste special. I'll obviously pretty that up during the detailing process. I just wanted something to indicate that the area there is blocked by a clip brush.
So, today, I decided to do a bit of work on my sfm map.
[snip]
If you're not sick of crusoe yet, boy you will be. But, i made it thundermountain and ran a full compile and its turned out pretty nice i think.
those bloom and hdr settings look a bit too much for tf2's style, imo. There seem to be lots of high-contrast areas not created by textures but from light intensity: the white wall by the lighthouse, for example. Reducing the bloom may help with alleviating the apparent contrast, but some of the indoor/darker areas may still require some extra lighting. And/or don't use white textures for brushes exposed to direct sunlight, but that will make shadowed and dim areas even darker.