Created 10 years ago2014-04-29 21:55:13 UTC by Archie
is it possible somehow to use something similar to smoothing groups in goldsource?I don't believe so.
The light bridges from Portal look a bit odd thoughYeah, I'm not really sure why I put them in, but I actually really like the overall ambient spill they're adding, and they definitely benefit gameplay. And yeah, no clue why they're casting shadows. They're func_walls :/
No-one's ever on whenever I checkJust invite people through the TWHL steam group. I'll almost always jump on for a few rounds if someone asks.
Archie, is that standard Goldsource? If so, how'd you manage to get such a smooth shadow casted from the railing with transparent texture?It is indeed. It's a light_spot casting through a SOLID rendermode texture with its HLRAD opacity set to opaque. The concrete texture is scaled to 0.50 which creates a higher resolution lightmap grid, and therefore more defined shadows. It also always helps to compile with Vluzacn's incredible tools which blend shadows much more realistically, as well as using a 3x bounce to really soften them.
Thankyou! I did indeed make it... A mind-blowing eight years ago! surprised -I want to marry this map.
Same angle:
No-one's ever on whenever I check.Send server join invitations through Steam. I'll get in if I can!
It is indeed. It's a light_spot casting through a SOLID rendermode texture with its HLRAD opacity set to opaque. The concrete texture is scaled to 0.50 which creates a higher resolution lightmap grid, and therefore more defined shadows.Ah I see, that's quite a neat trick. No matter what I do though I can't seem to get the shadow to be as smooth and defined as in your screenshots, maybe you should make a tutorial or something on how to do this, I'm sure more people than me would find it interesting.
Edit: Download link for Blue Paradise broken. 404.That one.