1. Post #1641
    Spawnster's Avatar
    April 2012
    35 Posts
    Use a spotlight instead of light. Then rely on relfections from the floor and walls to light the ceiling. Lights often create really ugly patches of intense light.
    And light up the bulb with a env_sprite?
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  2. Post #1642
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    I would recommend having a combination of a light_spot pointing down and then also a light entity with a weak brightness. Creates somewhat of a blob of light on the ceiling but not too bright.

    For instance, this creates a pretty good result:



    light_spot settings:

    Brightness: 255 251 193 380
    inner angle: 22
    outer angle: 70

    light settings:

    Brightness: 255 251 193 16
    50% falloff distance: 250
    0% falloff distance: 500
    (falloff distances probably not really necessary)

    env_sprite settings:

    render mode: world space glow
    fx amount: 180
    fx color: 255 251 193
    scale: 0.6
    size of glow proxy geometry: 4 (can be changed depending on what model you're using for the lamp)

    Also here's some slight progress

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  3. Post #1643
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    The ambient lighting doesn't fit the sky's color but the brushwork and general ambience's look very good.
    I'll think that he uses this:
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  4. Post #1644
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    I am using sky_03_06 or something

    It does have orange spots and such, it's just not visible from that angle. I might change the skybox, though.
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  5. Post #1645
    Gold Member
    The freeman's Avatar
    October 2007
    6,558 Posts
    Is this worth finishing? Improvements, etc. ?



    Oh hey, its that one map from Halo 3
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  6. Post #1646
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,167 Posts
    Is this worth finishing? Improvements, etc. ?



    worth finishing: yes
    improvements:
    second image windows need brush based frames and the grate should propably be aligned with the rest of the curve
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  7. Post #1647
    Gold Member
    Firegod522's Avatar
    March 2008
    11,569 Posts
    So I finally picked back up on my project, and went ahead and make a door model for the door.
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  8. Post #1648
    paulisdead18's Avatar
    March 2010
    1,062 Posts
    Is this worth finishing? Improvements, etc. ?



    Oh man, I remember playing on this map SO MUCH. Awesome to see this remake.
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  9. Post #1649
    Shirky's Avatar
    December 2009
    2,578 Posts
    Part of a burned house
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  10. Post #1650
    I Got That Swollen Hand Blues
    Eyefunk's Avatar
    March 2009
    2,501 Posts
    Maybe try using different types of lighting sources rather than glowsticks? I don't know, maybe a hole in the roof or something?
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  11. Post #1651
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,950 Posts
    I decided to try and remake Canal Street in New York with the use of the other building I posted earlier. Here's another one I made for it.

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  12. Post #1652
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,751 Posts
    What skybox is that?
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  13. Post #1653
    I would recommend having a combination of a light_spot pointing down and then also a light entity with a weak brightness. Creates somewhat of a blob of light on the ceiling but not too bright.

    For instance, this creates a pretty good result:



    light_spot settings:

    Brightness: 255 251 193 380
    inner angle: 22
    outer angle: 70

    light settings:

    Brightness: 255 251 193 16
    50% falloff distance: 250
    0% falloff distance: 500
    (falloff distances probably not really necessary)

    env_sprite settings:

    render mode: world space glow
    fx amount: 180
    fx color: 255 251 193
    scale: 0.6
    size of glow proxy geometry: 4 (can be changed depending on what model you're using for the lamp)

    Also here's some slight progress

    What method of volumetric lighting are you using?
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  14. Post #1654
    Gold Member
    The freeman's Avatar
    October 2007
    6,558 Posts
    Part of a burned house
    That is a very clean fire, just saying
    There needs to be light debris on the ground and all the walls that were effected by the fire to be charred black
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  15. Post #1655
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,950 Posts
    What skybox is that?
    sky_l4d_c1_1_hdr

    It's used in Dead Center.
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  16. Post #1656
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,751 Posts
    I'm not really making anything, just screwing around attempting to make a nice looking gas station. I haven't used Hammer in ages.

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  17. Post #1657
    Gold Member
    GunskiMod's Avatar
    March 2008
    3,297 Posts
    sky_l4d_c1_1_hdr

    It's used in Dead Center.
    Is there a way to export this skybox from Left 4 Dead? I've never done this before.
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  18. Post #1658
    Gold Member
    Appolox's Avatar
    December 2008
    3,712 Posts
    Working on something, it's a start, but where will it lead me, I need some ornamental wall support pillars.

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  19. Post #1659
    Gold Member
    MenteR's Avatar
    July 2007
    5,383 Posts
    Working on something, it's a start, but where will it lead me, I need some ornamental wall support pillars.

    bioshocky!
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  20. Post #1660
    Shirky's Avatar
    December 2009
    2,578 Posts
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  21. Post #1661
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,143 Posts
    I suggest you add so leaves on the side walk because right now it looks very odd that a tree is only falling leaves on the dirt ground. Other than that keep it up.
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  22. Post #1662
    Shirky's Avatar
    December 2009
    2,578 Posts
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  23. Post #1663
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    What method of volumetric lighting are you using?
    A model

    one of the default ones that come with the game

    models/effects/vol_light02.mdl to be specific.
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  24. Post #1664
    someguyihate's Avatar
    July 2008
    1,035 Posts
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  25. Post #1665
    Do I look like I speak squirrel?
    relinquish's Avatar
    November 2010
    2,278 Posts
    Mirror's Edge : Source
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  26. Post #1666
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    Mirror's Edge : Source
    Aspen Meets Orange
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  27. Post #1667
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,883 Posts
    Aspen Meets Orange
    Home Business Meets Orange Orange Orange Orange Orange Orange Orange Orange Orange

    I really hope I'm not the only one that thinks that looks way too orange.

    Orange Orange Orange
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  28. Post #1668
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,167 Posts
    you drop a basket of fruit on the floor and suddenly all oranges have mysteriously dissapeared.

    and people are slipping on invisible, squishy and round objects.
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  29. Post #1669
    paulisdead18's Avatar
    March 2010
    1,062 Posts
    WHERE are you getting those models and textures? Ripping from the game? Sure seems like it. Looks amazing, nice to see another Mirror's Edge mapper. I really hope you complete this map, and I will surely download it the second you release it. (P.S. Can I PLEASE have those tree models?)
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  30. Post #1670
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,947 Posts
    Is this worth finishing? Improvements, etc. ?



    I made the bridge on Rat's nest ages ago, if you want it.

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  31. Post #1671
    Is this worth finishing? Improvements, etc. ?



    Isn't this from Halo 3? It looks so so familiar to me.
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  32. Post #1672
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,416 Posts
    Isn't this from Halo 3? It looks so so familiar to me.
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  33. Post #1673
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,883 Posts
    ^ Damn you for ninja'ing me.
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  34. Post #1674
    Gold Member
    Bellmanator's Avatar
    August 2008
    1,622 Posts
    I decided to try and remake Canal Street in New York with the use of the other building I posted earlier. Here's another one I made for it.


    This might have already been asked but where are you getting such nice textures/models?
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  35. Post #1675
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  36. Post #1676
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    is kinduh blandz n ur archs rnt so smooth!
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  37. Post #1677
    skeligandrew's Avatar
    May 2011
    883 Posts
    is kinduh blandz n ur archs rnt so smooth!
    ye ino but it is gona b kool bcuz lots of porps nd the aches ant smooth bcuz dis is a small porton of big big map so save poygens
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  38. Post #1678
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,950 Posts
    This might have already been asked but where are you getting such nice textures/models?
    They're all from L4D1 and 2.

    Also, how does this look so far?

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  39. Post #1679
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    They're all from L4D1 and 2.

    Also, how does this look so far?

    Damn. A campaign with that level of detail would be incredible.
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  40. Post #1680
    Gold Member
    Snapster's Avatar
    November 2009
    1,157 Posts
    They're all from L4D1 and 2.

    Also, how does this look so far?

    The fire escapes look sorta big, should tone them down a little.
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