Post your screenshots! WIP thread Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 12 years ago2012-01-28 04:49:28 UTC Post #303011
It looks like there is a big building directly opposite, creating the shadow on the lower trees?

MountainDoodle: forgot to thank u for the lighting advice!(Thank you! :P) I shall definitely try those techniques out when I hit the lighting stage!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-01-28 05:24:13 UTC Post #303019
Capt nail'd it, the sun is low and behind the camera. There are large shadows being cast. I do still want to blend the outdoor areas. I was going to use that color correction tut and also I can just recolor those trees and mountain textures. Haven't done fog yet. I need do rim's skybox fog tut as well I think.

Also, is there a material that blocks light but is invisible?
Posted 12 years ago2012-01-28 06:47:17 UTC Post #303020
Yup!

Get acquainted with the VDC, it will save you LOADS of time... ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-01-28 15:26:21 UTC Post #303022
Blitz, why have you made a 2D card mountain range when you can make an actual mountain range in your 3D skybox?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-28 16:50:13 UTC Post #303023
Knowing that it would take me too long to get it looking good enough, mostly. I could spend hours on building a mountain range out of displacements only to delete it all because it looks like garbage. I've deleted the entirety of my displacements and started fresh four times now I think. So, I'm going to keep things pretty minimalist and go with distant card scenery.

Under a time constraint and considering how slowly I'm relearning this stuff, I don't even feel a tiny bit bad about it. Valve does it, I'm doing it.
Posted 12 years ago2012-01-28 17:01:42 UTC Post #303024
I couldn't agree more blitz. PLUS, i don't think you'd get the textures that pretty using displacements, but i could be wrong about that.

I'm horrible at using displacements personally, no matter how hard i try i just haven't got the knack for them yet..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-01-28 17:57:04 UTC Post #303025
Definitely blend them more with the sky, then. Add some fog and darken them a bit.
It's way too obviously 2D as it is.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-31 12:50:32 UTC Post #303072
Np Captain Terror, anytime :)

I agree with Archie and the others here, darken the lighting in the skybox a bit. (Since it's cs:s you can also chuck in a clouds model in your sky to have some moving clouds :) )
Posted 12 years ago2012-01-31 13:00:51 UTC Post #303073
OK doodle i, have taken your advice and started using source pointlights(previously, i've only used light environment and texlighting). Here are my preliminary comparison pics:

Original texlights and selfillum texture
User posted image

lights(i did say preliminary!)
User posted image

light_spots(these are are quite weird fsr, too tired to sort it)
User posted image
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-01-31 14:39:54 UTC Post #303075
Never use texlights in Source. Ever.
Make your light texture UnlitGeneric (rather than LightmappedGeneric) in the .vmt and use light_spot entities.

The light entity should only be used with a very low brightness to simulate spill. The light itself should always be a light_spot.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-31 23:18:07 UTC Post #303082
Never use texlights in Source. Ever.
They have their uses! Valve used them to simulate sunlight filtering in through windows in some warehouse sections of Half-Life 2. Also all the thin skirting lights in Portal.

I used them for lava once in a certain map that shall not be named.
Strider StriderTuned to a dead channel.
Posted 12 years ago2012-02-01 02:01:51 UTC Post #303087
Captain Terror. Try position the light_spot above the ground pointing down (but still within the boundaries of the walls/ceiling.)

Also: with your light entities, try setting them to a pale blue colour for brightness, and limiting the falloff a little bit.

Hope that helps.
Posted 12 years ago2012-02-01 21:07:00 UTC Post #303115
Yes very much so doodle, especially the information about the falloff, which i can see why now is super-important.

Still i'm in cripple over lighting this hallway, gah.. I'd like it dark with contrasty bright reflections on the floor and by the light fixtures(which i will be replacing with model props as per your advice). Here's what i've got so far:

User posted image

Just kinda baffling to me i can't seem to get this to look the way i want it..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-01 21:28:46 UTC Post #303116
wow. good luck with the axiom... that's a mega challenge.
Rimrook RimrookSince 2003
Posted 12 years ago2012-02-02 03:44:56 UTC Post #303119
Posted 12 years ago2012-02-02 04:35:26 UTC Post #303120
Yeah, tough one with lighting there. Try matching it to the texlight colour though (which is a light blue-ish colour)

Also: I'd add a small row of yellow lights to the dropped down area in the middle. Put it along the low wall with a prop model of a light. (There are several in tf2)
Posted 12 years ago2012-02-02 18:19:32 UTC Post #303126
That looks great hotdog. Lighting is still lacking a bit but can have a good future.
Posted 12 years ago2012-02-02 21:29:10 UTC Post #303129
Hotdog, is that what I think it is? (Aside from awesome, I can tell that much for sure)
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-02-03 08:49:35 UTC Post #303132
It definitely is. A Black Mesa facility.
Posted 12 years ago2012-02-03 12:17:01 UTC Post #303133
Not just any Black Mesa facility, I think. Looks like a Sector C Lobby remake. I can even see the vent you have to go through in Unforseen Consequences.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-02-03 12:33:55 UTC Post #303134
Looking great hotdog!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-02-03 13:30:07 UTC Post #303138
Love it, hotdog! More single player maps!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-02-03 20:53:56 UTC Post #303150
Whooo! SP FTW
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-02-03 21:12:07 UTC Post #303151
I know I am a little late in response but I don't understand why you are so against texlighting Archie. I actually prefer texlights over regular lighting and it's sometimes easier to parent a func_brush that has a self illuminating texture to something like an elevator. I have had some bad and mixed results with parenting a regular light to a moving object. I get some really weird shadows. There are various other reasons.

and I am no lighting expert by any means. explain please....
Posted 12 years ago2012-02-03 22:12:55 UTC Post #303153
Light entities are so configurable in Source and when you're working with a high-res lightmap grid you really need to be able to control every aspect of them. Textlights are fine for quick fills, but it's leaving too much to chance when you can't set the constant, the falloff, the inner and outer angles or the focus.

The examples Strider gave make sense because they're either being used as a fill over a large area (lava) or are so small that individual light entities would simply be inefficient (skirting lights). As the primary light source of a room? No, not configurable enough.

edit: But for goodness sake use them in Goldsource!
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-02-04 06:49:17 UTC Post #303157
no, by no means would I try and light an entire area with a texlight. you would have to pump it way up to make it really visible and yes, there is no control. I probably use the texlights more simply because I DONT know what I am doing with lights. Like I said, I am no expert on lighting and most of my maps never make it to that overall stage of final lighting....lol

I must admit that I do like the overall softer look of texlights for smaller things like I said, elevators, etc. I think I use some in my shuttle, and the shuttle bathrooms.

and I haven't touched goldsource in years...sry. I am learning the finer points and limits of the source engine. Maybe when I get my new system configured I will re-install HL1. I know, I suck!
Posted 12 years ago2012-02-06 08:07:55 UTC Post #303193
Posted 12 years ago2012-02-06 09:28:48 UTC Post #303194
Fuck yeah!
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-02-06 09:30:20 UTC Post #303195
Not bad work hotdog, should add some pipes or electrical cords near the ceiling.
Posted 12 years ago2012-02-07 19:37:48 UTC Post #303202
Looks good, but I'm wondering why the scientist in the office is wearing a hazmat suit.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-02-07 20:33:41 UTC Post #303204
Perhaps he knows that some baaad shit is 'bout to go down, son. Or he could be allergic to desks.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-02-07 21:31:46 UTC Post #303205
Maybe he's part of a cleanup crew dispatched to the office because someone finally snapped O_o
Posted 12 years ago2012-02-07 21:47:23 UTC Post #303206
Now sometimes VHLT doesn't do wonders... It tends to blend the lights in funny coloured gradients. It wasn't that noticeable in older tools I think.

You can see yellow>green>blue, it shouldn't be like that.
User posted image
On your map, hlife_hotdog: not bad start! Currently it's a bit too simple I think, too repetitive, too clean. The lobby is a bit too open I think. Add few more objects or make it smaller. And again, try to make it dirtier. Don't be afraid of dirt. It's an underground facility built 50 years ago, the concrete should be runny, leaky and cracked in some places. Those lazy scientists wouldn't care about fixing it. Make some tiles cracked. Make few lamps not working or working pretty bad (glowing darker, yellowish or something). Make some wires hanging, some electric boxes and some other tiny shit.
Posted 12 years ago2012-02-08 06:36:12 UTC Post #303209
Finally done with this one.

LONK!
User posted image
Rimrook RimrookSince 2003
Posted 12 years ago2012-02-08 08:47:38 UTC Post #303210
That looks amazing Rim, but one question. How do you load it? Or is it musketball-style?
Posted 12 years ago2012-02-08 09:09:25 UTC Post #303211
Judging by the other picture, the barrels flip upwards. I can only assume that's involved.
Jessie JessieTrans Rights <3
Posted 12 years ago2012-02-08 18:06:51 UTC Post #303213
Some old sketch:
User posted image
Posted 12 years ago2012-02-08 18:46:11 UTC Post #303214
Nice Rim, how does the lower barrel fire?
Crollo CrolloTrollo
Posted 12 years ago2012-02-08 20:10:15 UTC Post #303217
no clue. its based on an photo but i found no schematics on how it works. It could actually be a flintlock pistol but would never know for sure.
Rimrook RimrookSince 2003
Posted 12 years ago2012-02-08 21:07:30 UTC Post #303218
If it fires a rimfire round then I could definitely see that design working. Centrefire might be possible, but I doubt it would be.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-02-12 14:36:45 UTC Post #303329
Completed my first 2 models from scratch using Milkshape3D. The 2 together took about 2 hours.
User posted image
They're both fairly basic because texturing in Milkshape is a bitch.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-02-12 14:53:53 UTC Post #303332
Nice.

You should make fully working vending machines though.
Posted 12 years ago2012-02-12 15:41:32 UTC Post #303334
Looks good urby!
the glasses are superb
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-02-12 16:42:41 UTC Post #303335
Posted 12 years ago2012-02-12 17:01:15 UTC Post #303336
Looks interesting, but architecture and textures look kinda Unrealish and cartoonish. The lighting is strange too. What is it? Show more screens. The window (if it is), at least from this angle, doesn't really feel like a window. Maybe the lighting is bad? Try putting SKY behind it instead of texture light.
Posted 12 years ago2012-02-12 17:10:03 UTC Post #303337
Bruce, you are absolutely right saying that it looks Unrealish. It will be a HL multiplayer map heavily inspired by Unreal games. I was officially done with GS, although, my friend challenged me saying that I had no map created for GS with entirely custom content. (here I mean my own textures and other content). So, the challenge was accepted. Textures, sounds, a few models are done by me from scratch. I'm even kind of interested what the outcome will look like. Anyways, it is still so WIP, lightning leaves much to be desired as mentioned.
Posted 12 years ago2012-02-12 17:24:48 UTC Post #303338
Maybe stop being so awesome and let someone else win the MotM for once, noSICK. ;)
Looking forward to seeing it finished! As I said in my surfacerun review, some custom content would have been very welcome.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-02-12 18:28:55 UTC Post #303339
Don't listen to him! Why should you stop? Never stop!
Posted 12 years ago2012-02-12 19:07:30 UTC Post #303340
Haha.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-02-12 19:49:28 UTC Post #303341
Damn that's hot! Maybe just slightly yellower lighting? A few feint glowing red lights (switches of some kind, or emergency lights) here and there would really flush it out and compliment the splashes of blue IMHO.
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