WiP in WiP, post your screenshots!

Jul 26, 2015
697
823
482dfd42d9.jpg
 

TMB

Banned
Jun 7, 2015
821
323
Working in a new spawn for ixem...
7Kuqrbv.jpg

I was so bored that i decide to put this image...
 

SSX

aa
Feb 2, 2014
392
411
Totally not a remake of an older map of mine. *Runs off to hide*

eeTseXL.jpg

DXFLUmd.jpg

RKUkAU6.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,707
2,586
IMO fluorescent lights shouldn't ever have point_spotlights. They're horribly suited for any fixture that's not circular.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
IMO fluorescent lights shouldn't ever have point_spotlights. They're horribly suited for any fixture that's not circular.
If only we'd have all the lights options that SFM has... Especially the überlights.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,707
2,586
All I'd really ask for is a few tweaks to the material system. Being able to manually crank the brightness of a self-illuminating texture above #FFFFFF would force bloom (if it's enabled) and let us do away with glow sprites, for example. As for light cones, all we'd really need is some volumetric light models to match every fixture, wouldn't we?
 

Dragonisser

L1: Registered
Jul 12, 2014
37
18
Does anyone knows how i can get rid of those light bugs? They only occur when im far away.

Also any good tunnel tutorials?

R2j7QKe.png
 
Jul 26, 2015
697
823
Does anyone knows how i can get rid of those light bugs? They only occur when im far away.

Also any good tunnel tutorials?

R2j7QKe.png

Light your map properly, and you shouldn't have those problems.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
1,851
Does anyone knows how i can get rid of those light bugs? They only occur when im far away.

Also any good tunnel tutorials?

R2j7QKe.png

Are there any leaks in your map? On the top bar in Hammer, go to Map > Load Pointfile, and see if a file browser pops up. If it doesn't, you probably have a leak, which is a hole in your map to the void. Look for a red line that has appeared in your map; it should show you where the leak is. Patch it up, recompile, and see if these lighting bugs persist. Also, as @Mikroscopic suggests, make sure that tunnel is lit well enough.

For an alpha, that tunnel looks quite good, nice work. Just use the Vertex Tool :vertexmanip: to make sure that all brushes line up properly.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Are the gaps between 2 displacements? or is that brushwork? Because i do know that sometimes those gaps are unavoidable due to the way the engine does render. Many tf2 maps have such problems. but as the color of the floor is already relatively bright you just dont notice it.
 

Dragonisser

L1: Registered
Jul 12, 2014
37
18
It kinda looks like this. The tunnel sliced and grouped, no leaks, sealed room, and aligned to the grid.

Also the tunnel should be dark, otherwise i would have thrown some lights there :D

dlENrDa.jpg
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
It kinda looks like this. The tunnel sliced and grouped, no leaks, sealed room, and aligned to the grid.

Also the tunnel should be dark, otherwise i would have thrown some lights there :D

dlENrDa.jpg

You should totally be cleaning up those brushes, it looks like you've carved that tunnel.

You should be using an arch here, and maybe some displacements instead of the props at the left?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,851
Yeah there are some lines overlapping so it looks like you used the clipping tool. This can create excess brushes and issues though, and there's a much cleaner way to make tunnels than clipping or carving - the arch tool. Try to use the arch tool every time because it's much cleaner brushwork.
Here's a quick guide: http://www.interlopers.net/tutorials/2249
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,707
2,586
Those "cracks" are a side effect of how anti-aliasing (or MSAA, at least) interacts with the breaks between visleaves. It's only noticeable in very dark areas, but there's no fix for it except to complain to Valve about it and hope someone's listening. I think they've already fixed it in newer engine branches like Left 4 Dead.