WiP in WiP, post your screenshots!

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
QXIgwd3.jpg


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
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
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.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

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:
upload_2016-12-17_16-27-46.png

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.
 
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Twist.vmf

L420: High Member
Jul 29, 2016
439
208
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.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

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:
upload_2016-12-17_16-27-46.png

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.
FINALLY! i hate having to avoid using those lights!
 

Crash

func_nerd
aa
Mar 1, 2010
3,360
5,529
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.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

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:
upload_2016-12-17_16-27-46.png

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.

You should give this it's own post where it won't be buried among WIP posts.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I didn't know about white to black gradients turning transparent with Additive, thanks for sharing!
Even with all the knowledge in the world, you can learn something new every day.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Additive literally works by adding the RGB values. So if we have a pixel with, say <148, 170, 204> (light, bleaker blue) color, and it's being overdrawn with a black (0, 0, 0) pixel with additive, instead of turning into <0, 0, 0>, pixel turns into <148+0, 170+0, 204+0>, obviously stayng the same. The lighter the color, the more solid it is.
 
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MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,548
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.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

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:
upload_2016-12-17_16-27-46.png

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.

would be cool if you could work in a fresnel term to get it to look brighter from shallower angles
 
Last edited:

puxorb

L69: Emoticon
aa
Dec 15, 2013
534
803
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.
upload_2016-12-17_16-19-51.png

Under the lamp, we have a brush with light emitting texture at the bottom:
upload_2016-12-17_16-22-29.png

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:
upload_2016-12-17_16-27-46.png

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.

This would also be awesome for god-rays coming in through gaps in the ceiling, like on 2fort. Someone could make a more yellowish version of the texture too.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Not really good to be honest. @AsG_Alligator found a solution: make an already transparent gradient texture with $nocull and use displacements, but that looked like too much effort for me, and func_brush is kinda more flexible.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
1,851
Did a little bit more Hammer. This seems like a map I want to pursue.

IlCCgE7.jpg


ND4VU1o.jpg


guRGbf5.jpg
 
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Twist.vmf

L420: High Member
Jul 29, 2016
439
208
how can i make a singleplayer map multiplayer?

it's not done though
 

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,867
Something is on the horizon...

20161217214630_1.jpg

Introducing

CP_LEAD

A work-in-progress 3CP push map by HolySnickerPuffs and Letter Before A.

20161217214535_1.jpg

(I'm gonna release it in like, 3 minutes.)​