i live 3 miles from a farm that has the exact same looking building
Getting back into the swing of things, forgot to turn off shadowing on some of these things. but whatever
i live 3 miles from a farm that has the exact same looking building
Getting back into the swing of things, forgot to turn off shadowing on some of these things. but whatever
some hammer screens of a very old wip payload map that never really came to anything:
worth making & testing an a1? let me know
FINALLY! i hate having to avoid using those lights!I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
Under the lamp, we have a brush with light emitting texture at the bottom:
It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
Under the lamp, we have a brush with light emitting texture at the bottom:
It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
Under the lamp, we have a brush with light emitting texture at the bottom:
It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
Under the lamp, we have a brush with light emitting texture at the bottom:
It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.