what does the inside look like?
what does the inside look like?
Shirky. Are we mapping the same by any chance?
Yours looks better though
Oh btw, are you using Content from L4D?
Sweet baby jesus what size is that monitor
We might just be haha, except mine is an official map.
Im just using the L4D foliage and a trashcan, but thats going to be replaced before the map is released.
abandoned safe house it will be a survival mode map. So what do you think guys?
Maybe add a dim light in front of that television.
Is there any way to get a .rad texture light to animate? like "florescent flicker"?
Me and my good friend Todarac have started a little map-project.
Basically, a Gmod map based on Minecraft, now. We know that this has been done hundreads of times times before. but we're aiming at getting as close to Minecraft as possible. Most Minecraft-like maps Dont look like minecraft, They look like Source maps with Minecraft Textures.
so to properly recreate what we need, Todarac has been doing a ton of the designing. While I've been creating assets like torches, chests. and a Fully-functional Enchantment table. Take a look:
I think Minecraft Textures should make use of Unlit shaders. But the animations are perfect.
The top of the torches are unlit ^^
But making them all unlit would remove all the lighting, making it not look like Minecraft at all, Like Fullbright?
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Will the blocks be entity or prop? either way you will hit the source limits very quickly if you intend to make the landscape from blocks. If props have same max number as detail sprites (not an unreasonable assumption) then you can have 64k, that is 40x40x40 so your max "solid ground" is 1280^3 (assuming blocks are 32 units in all dimensions.)
We've got this figured out. Some blocks will be brushes, and some will be models. The map is going to be unique, But I don't really want to reveal what it is before we've actually got something else to show than prefabs. :)
silent hill
The foliage is great and everything, but the lighting is not on par with the rest of the map. It's really dragging the whole scene down.
It's not necessarily bad lighting, just not amazing like the other assets in the map.
-snip-
I really like that one.
suppose you could visgroup most of the stuff and make an inside?
All you really need to do is make one floors rooms and stuff, and copy and past above.
I suppose, but it'd take more time than I'm willing to spend.
Sorry gents, it will be a closed event, but expect to see a map pack release and maybe a video documentary if someone is up to it.
Help me with this lighting.
a10.RAD
Cryo_Glass.vmtCode:banshee/HaloTagSystem/halo/levels/a10/bitmaps/halogen_on 210 227 255 120.0 //Main Light Fixtures banshee/HaloTagSystem/halo/levels/a10/bitmaps/flourescent 216 237 225 8.0 //Lights Under Walkway banshee/HaloTagSystem/halo/levels/a10/bitmaps/red_light_dim 255 0 0 0.25 //Hidden (don't worry about this) banshee/HaloTagSystem/halo/levels/a10/bitmaps/tech_rack_mount 88 122 71 0.1 //Might as well not even be here :(
The problem with the glass is not enough of it shows up, it should be "foggier"Code:"LightmappedGeneric" { "$basetexture" "banshee/HaloTagSystem/halo/levels/a10/bitmaps/cryo_glass" "$bumpmap" "banshee/HaloTagSystem/halo/levels/a10/bitmaps/monitors_bump" "$envmap" "banshee/HaloTagSystem/halo/levels/a10/bitmaps/cubemap_glass" //"$normalmapalphaenvmapmask" 0 "$surfaceprop" "Glass" "$envmapmask" "glass/glasswindowbreak070a_mask" "$translucent" 1 "$multipass" 1 "$nocull" 1 "$crackmaterial" "glass/glasswindowbreak070b" }
The halo map needs more smooth groups. Smooth the window panes and the columns on the ceilings. I dislike the textures they look cartoony, i know they are the originals but why aspire to make something which was good 6-7 years ago? (and hope it will look good compared to stuff people are doing these days)
In Halo, Human Structures were very modular. I must disagree with you on your opinion of the textures. And Halo is 12 years old.
What do you mean by lighting? If you are talking about the dark parts on the trees, I would love to fix that but I'm afraid its the way source lights static props. My hands are tied. If you are talking about the general tone of the map then please give suggestions.
Neat, neat! Here I can help you with lighting. I'll send you a preset vmf, just drop me a message when I come online tomorrow and I'll be there.
I tried to follow the from what i understand general advice of useing spotlights that i hear often here.
But i just dont get it its CONSTANTLY too weak and i dont know how to make it much brighter , as in more light .
so can anyone give me some advice on what the best settigns for spotlights are ?
Make them slightly bluish, I use 300-400
I tried using light_spots previously, but no matter what how I set them, they wouldn't provide the amount of area lighting I needed without having a dick load of them all pointing at specific areas to keep everything lit, rather than having just one entity that lit everything.
Besides, that visuals weren't the point, the functionality of everything was really what I was showing, thus the video. But I'll keep the lighting in mind, thanks for commenting.
Map as of 8PM (when I finished mapping.) Currently unlit but only so I could test it without waiting forever.
That grass looks bad to pale
Are those phx tracks?
They are 80 units wide if that's what you mean (the inside.)
Does anyone have any advice on how to improve my lighting?