RP_MojaveNevada

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RP_MojaveNevada

Postby opti2000 on Fri Sep 06, 2013 3:13 pm

Hello dear interlopers,

I am currently working on a Fallout: New Vegas inspired map and wanna show my progress so far.
And also i want to ask if you guys can give me tips+tricks for the lighting. I really need help and
i think you guys are experienced in this. I hope i can learn more from your tips to improve the map
more and more.

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The map is still in work and the texture tiling is obvious horrible. I will improve it :)
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Re: RP_MojaveNevada

Postby Hollow on Fri Sep 06, 2013 5:32 pm

The lighting...my eyeeesssss.
it doesnt match the skybox at all, why is it so yellow & dark?
It needs to be much brighter and needs to match the colour palette of the sky/fog.
I'm also not a fan of the skybox. The sun rendered in the texture always look horrid.

Also did you take the screenshots on like the lowest possible settings? Dem jaggies are scratching at my eyes.
Last edited by Hollow on Fri Sep 06, 2013 5:39 pm, edited 1 time in total.
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Re: RP_MojaveNevada

Postby Major Banter on Fri Sep 06, 2013 5:38 pm

Hollow wrote:it doesnt match the skybox at all, why is it so yellow & dark?

It's almost tone for tone Fallout; New Vegas' lighting. That's sorta impressive in itself, but the lighting in F:NV was fucking awful. The result is that the lighting in this is fucking awful.

Seriously, the best thing I ever did in Fallout 3 was change out all the shitty lighting and filters for natural ones. Rather than changing the skybox to fit the lighting, try changing the lighting to fit the skybox. Way, way softer yellows and a chalky blue shadow tone. You can probably bump up the brightness half a notch as well.

Then get a fog entity up in there, just some gentle white/blue fog will work wonders at making those edges a little more even.

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It's a phenomenal improvement. God only knows why the devs tinted everything. Stylised? Maybe. Bland as fuck? Yes.
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Re: RP_MojaveNevada

Postby Hollow on Fri Sep 06, 2013 5:42 pm

Major Banter wrote:
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But it's the contrast. In Fallout, the lighting isn't impressive, but it's a subtle blending of the fog and softness of the sky that compliments the hazy desert look. In this rp map it's a harsh blue, with unnatural yellow lighting, no bloom or fog.
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Re: RP_MojaveNevada

Postby Major Banter on Fri Sep 06, 2013 5:51 pm

Well this is true - no fog, no bloom, and the wrong sky make a map a dull boy - but what about general kinda sharpness? You're the lighting legend here after all. You could accomplish the hazy desert look with a approach like a neutral lighting scheme with rich colour correction coupled with some good fog, yes?

I mean, let's remove the sky from the equation here cos that's obviously wip in his work, and so also remove it from those comparison shots.

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Personally, and this is just my opinion, I think the right gains a hell of a lot. It brings out natural tones and you can really augment a more earthy, rugged desert look with the very same fog and smokevolumes you'd use in a CC'd version. Thoughts?

Edit; I mean look at your current CSGO map - you've got the greens of the vegetation and the blues and oranges without anything being washed out overly.

Double edit; seriously though Opti, change the damn sky or change the lighting.
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Re: RP_MojaveNevada

Postby opti2000 on Fri Sep 06, 2013 6:49 pm

Those tips are awesome thanks guys.

But honestly that skybox is just a placeholder.
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Re: RP_MojaveNevada

Postby opti2000 on Fri Sep 06, 2013 7:58 pm

I played a little bit with the lighting and followed Major banters advice.

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Re: RP_MojaveNevada

Postby DonPunch on Sat Sep 07, 2013 2:09 am

Correct me if I am wrong, but did you just rip all those models and textures?

If you did, you are going to need to match the lighting exactly to how they did it in fallout, since they bake lighting on their textures. Even then, its going to take a lot of tweaking, since the lighting you make, will change the lighting on the textures, since source is doing its own lighting pass.

Good luck!
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Re: RP_MojaveNevada

Postby Armageddon on Sat Sep 07, 2013 2:40 am

Fallout: NV has pretty much the same lighting engine as Source, take the lighting from the origin of the model, they don't bake a single dang thing. I'd say the best way to recreate it is use the ripped models to a minimum and try to remake most of the buildings with brushwork. Or try making this in CS:GOOP since it will look really nice with the shadows. Also don't use a static skybex, use a gradient like fallout and put a scrolling cloud texture in the 3D Skybex.
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Re: RP_MojaveNevada

Postby opti2000 on Sat Sep 07, 2013 6:16 am

Thank you both for these great tips!
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Re: RP_MojaveNevada

Postby Armageddon on Sat Sep 07, 2013 7:04 am

Ross it's not straight down it's just that Source can't cast model shadows on each other or self shadowing models.
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Re: RP_MojaveNevada

Postby jimonions on Sat Sep 07, 2013 10:19 am

Well there is staticproppoly for the advanced lighting area, but that wouldn't be an option for something on this scale since your compile times would probably jump insanely high.

What it looks like you really need more than anything is some fog and cc.
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Re: RP_MojaveNevada

Postby Armageddon on Sat Sep 07, 2013 10:46 am

Smurftyours wrote:EDIT: FUCK OFF MY SIZE GARY LOL

That's a ban. :smt039
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Re: RP_MojaveNevada

Postby nub on Sat Sep 07, 2013 7:43 pm

Yeah, generally speaking, using models to this scale never turns out well in Source. Even if you use staticpropolys and texture shadows and such. You could probably get away with it with the road models since they're flat and right at ground level for the most part, but large structures like the bridge that crosses that chasm are going to need to be made with brushes if you want them to look natural. All the models stick out like a sore thumb because of Source's lighting engine.
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Re: RP_MojaveNevada

Postby Hollow on Sat Sep 07, 2013 9:16 pm

You all need to scoot your butts over to deferred.
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