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Post by TheDonutz on Aug 15, 2010 18:53:15 GMT
Wow, it's been a long time since i've been mapping, I had to re-install ALL of my poo-poo because i got a bigger hard drive... yay . I'm working on a new project, cs_urban_assault_dn1 (That's just the Organization name, i'll think of a better one, the name just describes what the map is about and dn1 is the Revision of it) Here is the Counter Terrorist Spawn/ Hostage Rescue zone Here is the Backalley next to CT Spawn This is a different angle at the apartment building in the Backalley next to CT Spawn And this is the Evicted Apartment, it's on the other side of the street. Enjoy, and P.S This map is FAAARRRR From finished, thats why there is only 3 buildings...
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Post by Zeph on Aug 15, 2010 21:35:47 GMT
The light from the window should be a func_brush non solid with a quite transparent texture, rather than a 'spot' light. filter "vol" and use the first one.
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Post by TheDonutz on Aug 15, 2010 21:38:38 GMT
Wait, so you mean i need to make the windows transparent? the ones on the backalley apartment
Also, does it look decent other than that, like any other problems or tweaks (Yes i know there is a lack of buildings...)
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Post by Zeph on Aug 15, 2010 21:45:28 GMT
No no, its a volume brush which acts as light from the window. so the brush starts at the window, and ends on the ground, creating a square shine effect.
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Post by TheDonutz on Aug 15, 2010 22:02:51 GMT
Oh ok thanks, i've never used them before
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Post by Zeph on Aug 15, 2010 22:06:18 GMT
models/effects/vol_light001 (Func_Brush non-solid) or models/Effects/vol_light.mdl (Prop_Static)
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Post by TheDonutz on Aug 18, 2010 1:07:21 GMT
I have a question, for my map, i'd like some dust particles floating around, how would i do that in CS:S?
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Post by Angush :] on Aug 18, 2010 4:58:17 GMT
You might be able to make a custom participation or use sprites. Edit: func_dustmotes
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Post by TheDonutz on Aug 18, 2010 16:08:02 GMT
Thanks for the.... somewhat quick response +1 Karma for you
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Post by TheDonutz on Aug 18, 2010 17:22:52 GMT
I Have added some more detail... Here is some updated pictures. This is another warehouse i added for effect The Re-Done back alley(I did the prop_static vol_light thingy) The first Underground room And some more of main street
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Post by Zeph on Aug 18, 2010 17:42:44 GMT
The street lamp lights dont reach the ground (the whole point fo them being there). Try increasing the range a bit. Little tip - not all bulbs have to shine, and they dont all glow the same colour, but slightly different Looks good. Things like graffiti adds a realistic feel.
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Post by TheDonutz on Aug 19, 2010 2:44:33 GMT
Thanks, and i forgot to mention this, they're kind of hard to see, but there is dust particles floating beneath the lights, not many, but if you look carefully you can see them, and that green light from the window does flash, i just took it at the time that it was on
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Post by TheDonutz on Aug 20, 2010 2:07:01 GMT
This may seem like a stupid question, but how do you add range to the lights? lol, i said it's been a while since i've been map making
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Post by Zeph on Aug 20, 2010 10:14:29 GMT
for light and light_spot its to do with the fall off distance.
You want the fall off 50 to be large (it's normal range), and then the fall off 0 to be smaller (so it fades out beyond this).
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Post by Rusty on Aug 21, 2010 1:33:34 GMT
Tad dark in my opinion, I don't like having to use gamma adjustment apps to play cs. Brushwork is pretty rad, have you got a screenshot of the layout?
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