WiP in WiP, post your screenshots!

Nov 2, 2010
356
1,050
Cinder

9FE7E30B88788F9465C44A7A4528892D1AE89F1E


570D3A792BAAFB908E611812A05B2B4CB6A2EA20


16021E29DE94003EE0423B3682A5C7D447DDF4BA


So close to being finished!
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Meet cp_blizzard's *new* B point (abysmal lighting as always, my fault):

2016_01_27_00001.jpg

2016_01_27_00003.jpg

2016_01_27_00004.jpg

2016_01_27_00005.jpg

2016_01_27_00006.jpg
2016_01_27_00007.jpg


Also, the strong glare on those dual-type lights. Is that from the point_spotlights, or from the simple lights? I'd like to reduce that effect.
 
Last edited:
Jul 26, 2015
697
822
Meet cp_blizzard's *new* B point (abysmal lighting as always):

2016_01_27_00001.jpg

2016_01_27_00003.jpg

2016_01_27_00004.jpg

2016_01_27_00005.jpg

2016_01_27_00006.jpg
2016_01_27_00007.jpg


Also, the strong glare on those dual-type lights. Is that from the point_spotlights, or from the simple lights? I'd like to reduce that effect.

That lighting really is atrocious. It looks like you're just using light_spot entities with really low brightness. In the first and second screenshot you have lights aiming directly at the floor and yet the floor is still pitch black?
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
It's worth noting that light_spots are much darker than lights. For the average room, the brightness of each light will normally be around 800-1200, and for particularly large rooms you may need to set the brightness to 2000 or higher...

Also don't be afraid to use ghost lights (lights with no visible source) to further brighten up an area.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
That lighting really is atrocious. It looks like you're just using light_spot entities with really low brightness. In the first and second screenshot you have lights aiming directly at the floor and yet the floor is still pitch black?

Because they're just point_spots (non-light-casting) and dim simple light entities. I wanted to see if I could reduce the glare effect (I didn't); the room was brighter in other compiles.

It's worth noting that light_spots are much darker than lights. For the average room, the brightness of each light will normally be around 800-1200, and for particularly large rooms you may need to set the brightness to around 2000...

Awesome, I'll go with those numbers. I'll hopefully be doing a lighting pass of Red Base tomorrow.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Here's a good tutorial on lighting.

You gotta remember, this is the WiP thread for a reason ;)

I'd never release like this, geez. Just wanted to get the geometry out of the way.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050

Planning to make an extended version with all the particle effects in and higher res, but i'm so happy its working that i'm going to post it here.
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545

Planning to make an extended version with all the particle effects in and higher res, but i'm so happy its working that i'm going to post it here.

I wasn't a fan of those neo-futuristic lights from the screenshots alone, but holy shit do they look cool in the vid!
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
This isn't for the 72 hour thing, just something I'm finishing up, so in this thread it goes. I'll be using the weekend to make changes to isolation & snowycoast instead.

3dLT4Lg.jpg


I think if I'd compiled with the shadows off on the blocks it'd look better, but whatever. Today going to be fixing the textures for all the Egypt stone stuff (including what's pictured), then possibly a release tonight.

And one more of the back of the cartouche for good measure:

CBpxPTo.jpg
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
This isn't for the 72 hour thing, just something I'm finishing up, so in this thread it goes. I'll be using the weekend to make changes to isolation & snowycoast instead.

3dLT4Lg.jpg


I think if I'd compiled with the shadows off on the blocks it'd look better, but whatever. Today going to be fixing the textures for all the Egypt stone stuff (including what's pictured), then possibly a release tonight.

And one more of the back of the cartouche for good measure:

CBpxPTo.jpg
Is it completely coincidental that @Crash is needing a sphinx for his 72hr map or not?
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Coincidental. This is for Alias' map mvm_intercept. I'll probably also make a koth map with it just as a showcase piece.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Ah, the simple wonders of a quick lighting pass:

2016_01_29_00001.jpg

2016_01_29_00004.jpg


2016_01_29_00003.jpg
 
Aug 30, 2015
359
451
King of the Hill Thirst. Set on an abandoned dock on a dry lake
I hope to make a few more changes and upload by tomorrow. I think this one has a lot more potential than any project I've worked on before

Wideshot.jpg