by AcapulcoGold20 on Thu May 20, 2010 5:28 pm
Thanks for the reply's everyone! I haven't had a ton of time to work on this the past week, but as far as the windows, I'm going to do a model for them and that texture is just a temporary placeholder I was using when designing the building to look more realistic. But I want to do volumetric texture light coming from the windows, like they use in the more polished CS maps like train and such. I suppose you are right that you should plan the lighting ahead of time, but I always envision the room first and keep building it in my head. Like I knew how I wanted the catwalks to go over the pipes for the water desal and I wanted windows with light coming in. You guys think I should use maybe a quadratic/linear light spot for the light coming through the windows, matched to whatever environmental light I end up doing?
Also, before I go blocking the models with block-light brushes to create the shadows, I'm hoping the new CS update allows for models with more pieces for the collision models. If you look at later CS maps where the models got really detailed, the designers had to use block-light brushes as the collision models still have to be stripped down due to the idiotic limit valve put in originall. When I copied over the models I compiled using the newer versions of Source, which allow for unlimited numbers of pieces for the models collision model, they wouldn't load during the map's compile, so I had to recompile them using the older StudioMDL. Of course I could break up the catwalk and pipe models into separate models, but I was willing to wait a bit until the CS update hits that is supposed to implement the newer Source Engine updates.
