First time editing source

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Re: First time editing source

Postby Groxkiller585 on Wed Jul 28, 2010 1:08 am

Ibanez wrote:Thanks, the light posts look better now.
Here's an overview of everything except the basement, which is hidden.
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From this I noticed something, are your lights Light or Light_Spot entities? Light entities should be used spareingly. Lightspot is much more realistic. I say this because one of the posts seems to be lighting the rock behind it, despite not pointing in that direction. If it isn't that then is it a sprite causing the glow effect? What render mode is it on?
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Re: First time editing source

Postby Ibanez on Wed Jul 28, 2010 1:28 am

I tried light_spot, but it didn't work unless I placed it under the light prop, and that looked ugly because there was a light beam coming out from under the light instead of the light itself.
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Re: First time editing source

Postby Groxkiller585 on Wed Jul 28, 2010 3:05 am

Ibanez wrote:I tried light_spot, but it didn't work unless I placed it under the light prop, and that looked ugly because there was a light beam coming out from under the light instead of the light itself.


Well alone, yes it looks crappy but you have to combine it with a point_spotlight. The light_spot will light the world, the point_spotlight will create the spotlight.

Example:



In this beta map (my newest actually) you see light_spots are used in multiple spots. (in a few I've yet to fix you see the first few don't hve point_spotlights and they look crappy.

One creates the baked lighting, the other creates the "source" of the light.
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Re: First time editing source

Postby Ibanez on Wed Jul 28, 2010 3:44 am

Showing me up in my own thread, eh? Looks awesome, man, I'd love to play that map. :)

I'll work on the spotlights.
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Re: First time editing source

Postby Groxkiller585 on Wed Jul 28, 2010 7:05 pm

Ibanez wrote:Showing me up in my own thread, eh? Looks awesome, man, I'd love to play that map. :)

I'll work on the spotlights.



Lol don't worry I think your map is better. Making portal maps is hard though, I have to use Portal textures or otherwise add another brush to block portals or bump them. Otherwise it's a miracle the portals hit at all. =/

Tell me if it helps, if not sprites/particle effects add a real depth.
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Re: First time editing source

Postby Ibanez on Wed Jul 28, 2010 7:29 pm

Yeah the lights look great now, I used a combination of a light_spot to light the ground and a really small light next to the prop to light it up. It looked odd to see a lightbulb that was dark casting light. :P
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Re: First time editing source

Postby Groxkiller585 on Wed Jul 28, 2010 7:31 pm

Ibanez wrote:Yeah the lights look great now, I used a combination of a light_spot to light the ground and a really small light next to the prop to light it up. It looked odd to see a lightbulb that was dark casting light. :P


Most bulbs have an "on" and an "off" skin/ model, it could help, but you seem to have it under control.

I can't wait to see some further progress! :-D
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Re: First time editing source

Postby Ibanez on Thu Jul 29, 2010 12:32 am

These don't, I checked. :(
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Re: First time editing source

Postby Groxkiller585 on Thu Jul 29, 2010 2:47 am

Ibanez wrote:These don't, I checked. :(



Weird...

What model is it?can you show me a close-up pic?

I may have a remedy but it matters on the light model.
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Re: First time editing source

Postby Pwnd_Ja on Thu Jul 29, 2010 4:56 am

Displacements are terrible.
It's been said, tutorials have been linked, but something a tutorial never tells you is don't go crazy with them.
The cliffs curve inwards, that stood out the most to me. Try to think about how those cliffs were made if what you were mapping was a real place. Errosion? Did someone dig them? Map from a realistic point of view and everything will turn out great.

Unless you were going for an abstract/dream kind of thing.
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Re: First time editing source

Postby Groxkiller585 on Thu Jul 29, 2010 3:10 pm

Pwnd_Ja wrote:Displacements are terrible.
It's been said, tutorials have been linked, but something a tutorial never tells you is don't go crazy with them.
The cliffs curve inwards, that stood out the most to me. Try to think about how those cliffs were made if what you were mapping was a real place. Errosion? Did someone dig them? Map from a realistic point of view and everything will turn out great.

Unless you were going for an abstract/dream kind of thing.


Cliffs do turn in:

Image

Though this is from wind/water erosion so i see your point. Maybe he could add digging tools somewhere and make it look like an excavation of some kind, maybe a rebel base under construction?
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Re: First time editing source

Postby Ibanez on Thu Aug 05, 2010 2:25 am

Keep in mind this is my first map. I'm currently trying to brainstorm how to get around to the next area. I want it all to have a similar atmosphere to Dear Esther, but obviously not as ridiculous as that in terms of pure skill. I want it to loop back around to the house, where I have a few ideas. Plus I want to try making a house interior. I think it'd be neat and I could make it pretty creepy.
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Re: First time editing source

Postby Smurftyours on Thu Aug 05, 2010 5:50 am

Groxkiller585 wrote:
Ibanez wrote:I tried light_spot, but it didn't work unless I placed it under the light prop, and that looked ugly because there was a light beam coming out from under the light instead of the light itself.


Well alone, yes it looks crappy but you have to combine it with a point_spotlight. The light_spot will light the world, the point_spotlight will create the spotlight.

Example:



In this beta map (my newest actually) you see light_spots are used in multiple spots. (in a few I've yet to fix you see the first few don't hve point_spotlights and they look crappy.

One creates the baked lighting, the other creates the "source" of the light.


Other peoples threads are not for showing off your own work, even if it can be used as an example. Personally I find it rather detracting and rude. :smt018
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Re: First time editing source

Postby Groxkiller585 on Thu Aug 05, 2010 2:04 pm

Smurftyours wrote:
Groxkiller585 wrote:
Ibanez wrote:I tried light_spot, but it didn't work unless I placed it under the light prop, and that looked ugly because there was a light beam coming out from under the light instead of the light itself.


Well alone, yes it looks crappy but you have to combine it with a point_spotlight. The light_spot will light the world, the point_spotlight will create the spotlight.

Example:



In this beta map (my newest actually) you see light_spots are used in multiple spots. (in a few I've yet to fix you see the first few don't hve point_spotlights and they look crappy.

One creates the baked lighting, the other creates the "source" of the light.


Other peoples threads are not for showing off your own work, even if it can be used as an example. Personally I find it rather detracting and rude. :smt018



Well I found it useful to show him the final look of the spotlight. But ok I have to admit it does sound rude so It's noted not to do it again.
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