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Kreuger's mapping shenanigans.

Discussion in 'Mapping' started by Kreuger, Sep 2, 2014.

  1. Here's some of my efforts in Hammer Editor. Enjoy.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Am I a good mapper now?
     
  2. Some advice;

    Don't just use light_spot's by themselves, it's heavily unrealistic, add a small light to illuminate the area around the light a bit. (Decompile a map with sexy lighting and see how it works.) Also, env_sprite to add that effect of a glowing bulb.

    Also, try to make the texture resolution no so big or blurry, and the trash generally takes up too much room in the hallway, get rid of it or don't use so much. (Try using more decals instead.)

    And the red light.

    Ew.
     
  3. Sophia

    Sophia Guest

    >Light_Spot
    >Unrealistic

    Pick one, each light has their own functionality and if you really want to do it properly you really don't want to be using the light entity everywhere anyway. Why you ask? Because it slows compile times and can give bad results.

    However yes, a env_sprite can make things look better along with other things like that.

    Personally, I use a func_illusionary that is not rendered attached to a light material in order to create lights; they work similar to light entities without the slow down that the light entity gives. (Purely because the light entity has to render both a turned on radiosity and a turned off radiosity.)

    Attached with a custom .rad file; colour correction and custom light materials. You can create something really nice.
     
  4. Actually, any light entity can be realistic if you know what you're doing, it just depends on what you are trying to accomplish, and your skill level. Anyone who can map properly Most people combine the light_spot and the light entity (along with the env_sprite) for amazing lighting.
     
  5. Sophia

    Sophia Guest

    Yep.

    User was warned for this post by A Certain Dog (We have a thread on Shitposting, anything below 3 words is shitposting.).
     
  6. Nice trolling. Don't listen to any of this, Kreuger. xD
     
  7. Sophia

    Sophia Guest

    Wow.... If he actually took that advice, he would make one of the most worst, lagiest and most... I don't even want to go on it made me puke a little.
     
  8. Adler

    Adler cwSexySaveData:SaveSomePieceOfShit() Clockwork Customer

    I liked it. This is only a part of?
     
  9. Badhamknibbs

    Badhamknibbs /me snaps neck Clockwork Customer

    Whatever you can do with lights and light_spots will be good at best, for amazing/spectacular lighting you need to use env_projectedtexture. It's more resource-intensive but worth the results. Most people don't even use them, I usually use 2 or maybe 3 in certain areas. They make spectacular results:

    [​IMG]

    Also, you can compensate a bit for the extra use of resources by upping the luxels on the faces it's using to 32 or even 64, since env_projectedtexture is done live while regular lights are baked into .BSP files with the luxels.
     
  10. Sophia

    Sophia Guest

    env_projectedtexture is cool and all, but not only does it increase resource usage... It also creates quite an off-putting bug if you have the flashlight. Use a flashlight and lo and behold! A nasty evil bug that I just for-told.

    (Good way to fix it is to use it in games that A. Don't have flashlights or B. make sure flashlights are disabled.)

    Or you can even get culling bugs, which aint nice.
     
  11. Badhamknibbs

    Badhamknibbs /me snaps neck Clockwork Customer

    ...mods remove the flashlight bug, pretty much all mods do. That's why lamps work in Garry's mod, they're projected textures without the limiting. As long as you're mapping for gmod or whatever mod that removes the limit you're completely fine.
     
  12. Sophia

    Sophia Guest

    Except you still have all the other bugs that are there... Such as things like this -

    [​IMG]

    https://www.youtube.com/watch?v=WPbt2sGtLlY#t=30

    Also, it's not FULLY fixed for garrysmod...

    http://cloud-4.steampowered.com/ugc/532870610483799834/EA324D3D186EED5689F96B593A158BA3E2807523/

    http://cloud-4.steampowered.com/ugc/532870610483803456/1D26CA5630D849E22C9976BF02D6D092A0EADAF4/

    http://cloud-4.steampowered.com/ugc/532870610483807373/03CC29C7CCD2EE003A24C78C1855C92A7E0517C0/

    So... Yeah, just because it's "Slightly" fixed in garrysmod, doesn't mean it's fully fixed or even that great.

    Again, while they do look nice and what not... It's not worth throwing them all over the place.
     
  13. Owl

    Owl smoke weed

    Looks good, can't wait to see it when it's finished.
     
  14. Badhamknibbs

    Badhamknibbs /me snaps neck Clockwork Customer

    Almost. All examples included a flashlight, which is a dumbed down version of env projected texture, giving those glitches. That don't appear on the projected textures. as for your first example, that happens on all light entities. So I have no idea why you use that as example. Example 2 is because there's a light spot entity with it, you use one or the other, not. Both at the same time... Example 3 is, again, exclusive to the flashlight. And the final example is because it's a vollight. Material that does, yet again, with regular lights. So it's not exclusive. Also, when will you never have a prop with a vollight material in a map anyways?

    So your first argument sucked, this one sucked, can't wait for the next one to suck. Oh, also, I never said to chuck them everywhere, just 2 or maybe 3 in places where it would look nice.
     
  15. Sophia

    Sophia Guest

    That makes no sense what so ever... You literally just proved my point with the entirety of that post; good job man. I said not to use it because it causes bugs with FLASHLIGHTS your argument? "Lol it only happens with flashlights" "Lol it's exclusive to flashlights" Dude... That's what I was talking about. FLASHLIGHT ISSUES.

    So yeah, good job on proving my point.
     
  16. Badhamknibbs

    Badhamknibbs /me snaps neck Clockwork Customer

    The discussion was about env_projected_textures, no clue how you got onto the flashlights.
     
  17. Owl

    Owl smoke weed

    stop fighting guys.
     
  18. Badhamknibbs

    Badhamknibbs /me snaps neck Clockwork Customer

    Nah, you just have to deal with imbeciles on the internet sometimes.
     
  19. Sophia

    Sophia Guest

    >First message
    >Mention flashlight bugs
    >Mention culling bugs

    "Hey dude, how did we get onto flashlights? Hey, you're an idiot man" Nope, the only "Imbecile" here is you, because apparently you don't know how to READ.

    Yes sure, the discussion was about env_projectedtextures; but I was talking about the BUGS of those and the BUGS being the FLASHLIGHT BUGS.

    Oh, what was that magical word I just said? Oh right, FLASHLIGHT. Just thought I'd bold them so you know what I said...

    Again, my whole argument was based around flashlight and culling bugs. Which you helped prove in your post that I quoted before.



    Also Badhamknibbs, I'm trying to give this guy actual good mapping advice. Using env_projectedtextures are not really something you go and use on multiplayer maps; specifically when you're going for optimisation and not for looks. If you make a multiplayer map based on looks and someone was to host said map, you're going to get a lot of people who have issues playing that map or simple cannot play it at all.

    Also, I remember when you came to me several times for mapping advice and to fix your mapping bugs. Simply because you didn't understand what you did wrong; when you cut the map into really small pieces or simply didn't even do the most basic of things. Causing leaks on the entire map that it took me about a whole hour to fix them for you.

    I've been mapping ever since the Source SDK has been out and you've been mapping for about half a year or something now last I checked... I'm sure I know what I'm talking about.
     

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