Factum Solus - Portal Mod

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Re: Factum Solus - Portal Mod

Postby Fearlezz on Wed Jul 28, 2010 10:51 pm

What does that mean exactly?
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Re: Factum Solus - Portal Mod

Postby omnicoder on Thu Jul 29, 2010 1:15 am

The ones that are models will be distinguishable from the brush walls even before they fall due to lighting differences.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Jul 29, 2010 2:42 am

omnicoder wrote:The ones that are models will be distinguishable from the brush walls even before they fall due to lighting differences.


Oh yeah forgot aobut that.

he could add overlays in areas that make the tile slightly darker to make it look like it was a pattern or something.

Is it possible to set a brush's light sampling to a new location like say an info_lighting like with models? If so you could use that method and parent them to physboxes that drop with them.
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Re: Factum Solus - Portal Mod

Postby omnicoder on Thu Jul 29, 2010 2:59 am

Groxkiller585 wrote:Is it possible to set a brush's light sampling to a new location like say an info_lighting like with models?

No. You can't do that with lightmaps.
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Re: Factum Solus - Portal Mod

Postby Habboi on Thu Jul 29, 2010 10:45 am

So why not spawn the tiles in a seperate room with lights pointing on the back and front so it bakes it on and then teleporting them to the real room. Actually this is too much effort than it's worth. It's fine. I never even noticed the black backs in the video.
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Thu Jul 29, 2010 3:06 pm

omnicoder wrote:
Groxkiller585 wrote:Is it possible to set a brush's light sampling to a new location like say an info_lighting like with models?

No. You can't do that with lightmaps.



Solution:

Make then prop_dynamics, parent then to invisible physboxes, and THEN set thier lighting origin in the room. I'm fairly certain that would work. If they look different from the ceiling he can move the info_lighting closer/farther away from thel ight source until it looks beliveable.

But yeah I guess this is too much work for a tiny thing such as this. I wouldn't explode if it was in the final map, the rest looks great so why fuss over a tiny detail?
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Thu Jul 29, 2010 5:23 pm

Last time I checked, prop_dynamics doesnt have that option, info_lighting is only for static props?
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Fri Jul 30, 2010 2:11 am

Fearlezz wrote:Last time I checked, prop_dynamics doesnt have that option, info_lighting is only for static props?



No, I can do it with prop_dynamics. It's near the bottom of the properties list.
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Re: Factum Solus - Portal Mod

Postby Mr. Happy on Fri Jul 30, 2010 6:50 am

Cool looking stuff, I like it alot. Need a tester? :D

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Re: Factum Solus - Portal Mod

Postby Mr. Happy on Fri Jul 30, 2010 6:50 am

Cool looking stuff, I like it alot. Need a tester? :D

* If a better idea comes to mind during the creation of something, do it, instead of being lazy. This to bring the best from me.


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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Fri Jul 30, 2010 3:04 pm

If you want I can beta-test for you. Steam name's the same there as here.

I'd offer to actually help map but:

A: I'm making my own mod ATM.

B: this seems like a project you want to do alone.


Posted this in the steam forum thread, might as well repost it here.
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Fri Jul 30, 2010 9:12 pm

Thanks, atm however I have about 10 testers, thats enough for now. Ill contact you later if I need more tho.

Also, this is now on moddb http://www.moddb.com/mods/factum-solus
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Sun Aug 01, 2010 12:41 pm

Updated the old pictures with new ones of those areas. Also added more images
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For more media, goto http://www.moddb.com/mods/factum-solus
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Re: Factum Solus - Portal Mod

Postby Groxkiller585 on Sun Aug 01, 2010 8:20 pm

First pic, what's up wth the hole in the ceiling? The sides are white! Is that from a bright light or they're textured that way?

Second pic, I've said it once and i'll say it again, the walls look too flat, add some depth by making parts stick out/sunk in!

third pic, lighting seems a bit better, though I think the window should cast some good shadows.

Nothing seems different from before in the fourth pic, still looks awesome. :smt023

fith pic, the shadows on the wall look a bit weird but apart from that great job.

Again no big difference in the 6th pic then from before, still looks cool.

7th pic, I hope this is WIP, needs some more details in it, maybe a fusebox or a few wallpipes. lighting is perfect though.

8th pic looks cool.
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Re: Factum Solus - Portal Mod

Postby Fearlezz on Mon Aug 02, 2010 12:08 pm

Groxkiller585 wrote:7th pic, I hope this is WIP, needs some more details in it, maybe a fusebox or a few wallpipes. lighting is perfect though.

You are correct, its still work in progress, just threw in some barrels in there. :-D
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