The Official Interlopers "Map Pimpage Thread"

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Saxon on Mon May 07, 2012 9:27 am

Oh wow, that AO really looks nice. Question: what happens when you take a map compiled in CSGO and load it up in an older version of Source - aside from the "does it even load" question, I'd be interested to see if the AO is still baked in...
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Sathor on Mon May 07, 2012 9:41 am

Awesome. I was already afraid I had to fake AO with overlays and decals for my CS:GO map (de_investment) ... Is the detail of the AO dependent on the lightmap scale?

@ Saxon: Afaik CS:GO uses a new map format. I doubt you can even load it in older engine versions.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Will_B on Mon May 07, 2012 11:56 am

Hollow wrote:Recompiled my Minecraft map in the new engine, sweet holy hell the AO mang looks, just, lovely!


This is an odd request but I would LOVE to see screens of the map in Hammer, you've done an excellent job nailing that look.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Mon May 07, 2012 1:16 pm

OK, I have looked at several "before and after" pictures and I still can't tell what ambient occlusion even IS.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Hollow on Mon May 07, 2012 3:48 pm

Sathor - afaik, it doesn't matter what scale you compile at, it seems to produce the same result each time, though I haven't experimented with this enough to be honest, Apparently according to Tay, this isn't TRUE AO, it's some sort of advanced radiosity baking computation (or some shit) which also exists in the ASW engine. The AO-looking output is a 'side effect' of this new feature. I'm guessing 1/4 life or MrTwo know more about this than me, so I'll find out exactly what is up.

Will_B - Sure. I'll upload some pics once I'm back from London this evening! Also thanks for the kind words!

joe_rogers - You see the smooth shadowing/shading that appears on brush edges and corners? That's what this 'AO' does to brushes. You don't get these quite vulgar flat looking sides of geometry that intersect, and it gives scenes a greater sense of depth IMO.

Again I'll get some comparison shots up when I'm home, unless someone beats me to it :P
Last edited by Hollow on Mon May 07, 2012 3:59 pm, edited 1 time in total.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Mon May 07, 2012 3:49 pm

Oh so it's baked in to the lightmaps or something? Well that's probably a million times faster than dynamic AO being calculated in real time. Dynamic AO is hardly even necessary in my opninion.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby TheDanishMaster on Mon May 07, 2012 4:48 pm

Here's my vmt for the wet road texture

Code: Select all
"LightmappedGeneric"
{
   "$basetexture" "custom/road_wet"
   "$bumpmap" "custom/road_wet_nrm"
   "$envmap" "env_cubemap"
   "$envmaptint" "[ 5 5 5 ]"
   "$envmapcontrast" 1
   "$envmapsaturation" 1
   "$normalmapalphaenvmapmask" 1
   "$surfaceprop" "concrete"
}


It is basicly just the
Code: Select all
"$envmaptint" "[ 5 5 5 ]"
you need to mess around with to achieve this look.

Also, should I go with
Image
or
Image
?
And should I can't lower the lightmap grid scale to get sexy shadows here because it already complained about too much light detail in the full version of the map
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Image
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Re: The Official Interlopers "Map Pimpage Thread"

Postby jangalomph on Tue May 08, 2012 1:55 am

First one dani.
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Has anyone really been far even as decided to use even go want to do look more like?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Tue May 08, 2012 1:57 am

If only this was real time
Image
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Tue May 08, 2012 2:19 am

Lighting preview in Hammer?
Have a question related to modding or something I posted? Something that needs staff attention? PM me or message me on Steam(link below)

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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Tue May 08, 2012 3:11 am

Ray-traced, notice the shadows on the ground,pillars and apparently the lower crate.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Tue May 08, 2012 3:19 am

That works in ASW as well.
Have a question related to modding or something I posted? Something that needs staff attention? PM me or message me on Steam(link below)

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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Tue May 08, 2012 5:13 am

Still needs lighting fixes and detailing
Image
Image
Image
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Re: The Official Interlopers "Map Pimpage Thread"

Postby MáØ on Tue May 08, 2012 7:22 am

Image
Image

Shitty *totallyoriginal/sarcasm* STALKER-ish thing.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Tue May 08, 2012 7:34 am

Why doesn't anybody use the assets that came with the super 8 viral marketing level that shipped with portal 2? They would fit right into your level there, squishy.
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