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:
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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.
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Under the lamp, we have a brush with light emitting texture at the bottom:
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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:
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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.