WiP in WiP, post your screenshots!

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
848
I spent like 2 days reworking on the bridge shape for my mid. The roof was a bit overscaled as well so that had to be redone, those lanterns kinda want me to make this nighttime.
20170318152347_1.jpg

Hey just fyi, you might want to lay off on the custom content in alpha. You can easily go without the lamp props and just have lights there. Also the crates don't need to have the frontline tarp over them, and the wooden barbed wire things seem to do nothing other than just get in your way.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Hey just fyi, you might want to lay off on the custom content in alpha. You can easily go without the lamp props and just have lights there. Also the crates don't need to have the frontline tarp over them, and the wooden barbed wire things seem to do nothing other than just get in your way.

I know, but I don't really feel bothered by having to pack custom content in my maps. Also the reason I took so darn long with the bridge was me having to build it from scratch.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
I know, but I don't really feel bothered by having to pack custom content in my maps. Also the reason I took so darn long with the bridge was me having to build it from scratch.
It's more the fact that people have to download a massive map size with all that custom content included...
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
The content packed into the map is already compressed as .zip and doesn't get compressed with repacking.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
Does each area just have to be surrounded by its own 2D skybox? Because that is really cool
Have not figured out how I'm going to give each area its own skybox yet, that's an other battle for an other day. surely It can be done with the 3d sky but that's not ideal tho.
 

Etasus

L420: High Member
Jul 24, 2016
463
251
I know a great way you could separate the different areas: multistage...
typically, each stage of a multistage map is separated from the others by a skybox...

Now if only you could make it so that different sections of your map could have different skyboxes... then you could have a multistage payload map with stage 1 in the afternoon, stage 2 in the evening, and stage 3 at night...
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
I know a great way you could separate the different areas: multistage...
typically, each stage of a multistage map is separated from the others by a skybox...

Now if only you could make it so that different sections of your map could have different skyboxes... then you could have a multistage payload map with stage 1 in the afternoon, stage 2 in the evening, and stage 3 at night...
first paragraph isn't always true, look at dustbowl.
second, that's pretty easy with dynamic brushes or models with skybox texture on them around the sky_camera.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
first paragraph isn't always true, look at dustbowl.
second, that's pretty easy with dynamic brushes or models with skybox texture on them around the sky_camera.
yeah, for a map that shares geometry between stages like dustbowl it would be tricky. You could always dupe the shared geometry to each stages tho. altho it kinda defeats the purpose of building a map that way but w/e
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
Sorry, I meant 2D skybox as in the brush, not the actual skybox!
oh, then no, they don't need to be under different skybox area. atm the appropriate light_env is chosen based on the location of the face, like if it's within a set of coords and whatnot.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Sometimes the biggest barrier to doing cool stuff with software is being naïve enough to believe it can be done at all instead of "logically" assuming it can't. But then, could the same not be said of any endeavor?

Philosophy aside, though, have you figured out what determines whether the engine will use the separate light_environments to light different areas instead of treating them as alternates that light the same area and can be switched between?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
Philosophy aside, though, have you figured out what determines whether the engine will use the separate light_environments to light different areas instead of treating them as alternates that light the same area and can be switched between?
nah, I just compiled the map 4 times and then mashing the 4 bsps together.