And light up the bulb with a env_sprite?
And light up the bulb with a env_sprite?
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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I'll think that he uses this:
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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.
Oh hey, its that one map from Halo 3
worth finishing: yes
improvements:
second image windows need brush based frames and the grate should propably be aligned with the rest of the curve
Oh man, I remember playing on this map SO MUCH. Awesome to see this remake.
Maybe try using different types of lighting sources rather than glowsticks? I don't know, maybe a hole in the roof or something?
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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What skybox is that?
What method of volumetric lighting are you using?
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
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.
Working on something, it's a start, but where will it lead me, I need some ornamental wall support pillars.
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bioshocky!
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.
A model
one of the default ones that come with the game
models/effects/vol_light02.mdl to be specific.
Mirror's Edge : Source
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
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.
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?)
I made the bridge on Rat's nest ages ago, if you want it.
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Isn't this from Halo 3? It looks so so familiar to me.
^ Damn you for ninja'ing me.
This might have already been asked but where are you getting such nice textures/models?
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
They're all from L4D1 and 2.
Also, how does this look so far?
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Damn. A campaign with that level of detail would be incredible.
The fire escapes look sorta big, should tone them down a little.