It is currently Fri Mar 29, 2024 8:41 am
Dejavo wrote:I've prolly bumped in to every issue possible exporting from max to source. All while learning to model... Finally solved the last issue though thanks to you guys. And got a tree in to my anime-ish alley scene.
Anplagd wrote:Dejavo wrote:I've prolly bumped in to every issue possible exporting from max to source. All while learning to model... Finally solved the last issue though thanks to you guys. And got a tree in to my anime-ish alley scene.
are you laskowski?
Dejavo wrote:Anplagd wrote:Dejavo wrote:I've prolly bumped in to every issue possible exporting from max to source. All while learning to model... Finally solved the last issue though thanks to you guys. And got a tree in to my anime-ish alley scene.
are you laskowski?
I wish I were. I really admire that guys skill and I was going to make clear I used it as a reference when I thought my map held the artistic quality to justify me using his work. I didnt ask him though (should one do that?) since I had no clue if I would be able to produce something worth bothering him about. It just started out as a texturing-exercise.
nub wrote:If you haven't set the lightmap scale to 2, you should. Unless you plan to make it a playable map, you might as well set the lightmaps to 2 to get really crisp shadows.
Fulcrum wrote:Ah embarassing
That is with lighting. Being flat there is very little to cast any shadows. I'm working on some juniper and pine trees for the map which will cast shadows. I do agree though, before you say it, the lighting is horrendous.
Fulcrum wrote:Here is the wireframe
http://cloud.steampowered.com/ugc/46973 ... F7B6BCB19/
That single cliff has 6 props each with 81 triangles, approx 60 units high. I made it this way incase I wanted to use it as a taller cliff elsewhere on the map.
Fulcrum wrote:One issue is the map is meant to be for gmod as a flatgrass type thing. So it is very large and I'm trying to minimise complex geometry for the physics calculations.
EDIT: the lightmap on the ground displacement is also very large to avoid hunk overflow errors so this too effects the shadows.
Fulcrum wrote:EDIT: the floor is bumpmapped but my laptop will not display said bumpmaps for some reason.
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