Questions involving prop lighting,decals Created 18 years ago2006-02-05 21:04:56 UTC by Xyos212 Xyos212

Created 18 years ago2006-02-05 21:04:56 UTC by Xyos212 Xyos212

Posted 18 years ago2006-02-05 21:04:56 UTC Post #161650
Is there a way to get proper lighting on props then simply compiling and looking? My props always get screwed up and look weird in wrong lighting. Any way to check this, or set the light to an attribute that looks good on props?

Second question: Ive seen roads with sidewalks on them curving around. Is this done with a seperate brush, or face splitting? I mean a brush with 2 textures on it, but the texture curves around it.

3rd question: Can you reshape decals to be bigger/smaller? I stretch it, but then it snaps ack to original form. Thanks :
Posted 18 years ago2006-02-06 05:56:59 UTC Post #161677
What do you mean with that lighting talk? You want lightmaps on models, or such? Or bake the lighting in their textures beforehand (some HL2 turbine models have this)?

Probably multiple brushes. Curves take several brushes, you know, and in case of a texture change, you'll need another brush indeed.

Give overlays a try - they're more flexible than decals.
Posted 18 years ago2006-02-06 15:36:20 UTC Post #161731
I must admit I am ignorant to the subject of overlays. What are they? Are they textures? If so what key would filter them out?
I do mean those turbines. How do I get the way a turbine should look in a dark area? Also, what do u mean by "bake in"?
Posted 18 years ago2006-02-07 02:39:27 UTC Post #161812
Overlays are like decals although they're easier to manipulate. Hit Shift-O to use them - simply click on the brush you want the overlay on and it'll come up. From here, you can select it, go to the properties and choose the decal you want. You can also manipulate the size of the overlay in the same way you resize a brush.

As for the turbines, they probably have a shader that prevents them from being lit by world lighting (I think this is what Captain P is talking about, but I may be wrong). If this is the case, you need to decompile the model and edit the QC file (I think, going by memory here) to change it and then recompile the model.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 03:34:14 UTC Post #161814
smooth curved roads and sidewalks can be acheived with displacment mapping, though its a tedious annoying task.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-02-07 22:28:18 UTC Post #162019
Wouldnt displacement mapping elevate the landscape causing a distinct difference? What I need is no elevation, but a different texure to simulate a sidewalk. I guess one unit on the z axis wouldnt hurt..........
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