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Post by yaznee on Mar 25, 2012 11:20:30 GMT
Right, this is just a test so.....Want more or less?
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Post by yaznee on Mar 25, 2012 11:30:01 GMT
It makes the textures tileable, I just havn't stretched it thats all Version two coming up in min...
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Post by yaznee on Mar 25, 2012 11:42:06 GMT
Round two
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Post by yaznee on Mar 25, 2012 11:45:23 GMT
Gimmie a sec
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Post by yaznee on Mar 25, 2012 11:53:47 GMT
This would be better with a 1024x1024 texture. With it being stretched the quailty is going down, and mainly we are only seeing the bump, and not the plaster it's self. I'll try it on a different preset next.
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Post by yaznee on Mar 25, 2012 12:10:16 GMT
This is the preset "small detail" everything set to low.
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Post by yaznee on Mar 25, 2012 12:31:00 GMT
Ye me too. I could try it on a different preset if you want?
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Post by yaznee on Mar 25, 2012 12:48:35 GMT
OK, I've just tried 3 different ones, and they all look the same. All you can do is get a better texture and just don't bumpmap it. But you get a better image with more detail, that would be great Up to you
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Post by yaznee on Mar 25, 2012 22:10:05 GMT
Lol
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Post by Zeph on Mar 25, 2012 23:17:18 GMT
Sun coming through building? Are the brushes world geometry? They should be. Shadows? LightmapsLooks crap? L2Map tee hee.
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Post by Zeph on Mar 29, 2012 11:25:41 GMT
it cuts to pitch black.... you're walking around and the lighting changes suddenly? probably optimisation needed.
Looks like they have differing spotlight widths. Even though you say they are the same. Unlikely that the viewing angle would have such a large effect. Perception isn't that strong... is it?
Are those props meant to be prop statics? They may need to be dynamic. When viewing the model in the model viewer (duh) click the tab "info" and see which boxes are ticked. These are the type of prop they can be. Also, deleted props appear in the compile log, so check that for further details or post it here. Is your world saving new edits or loading an old BSP each time?
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Post by Zeph on Mar 29, 2012 11:59:52 GMT
Ah, try some ambient light values (see light_environment)
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Post by Zeph on Mar 29, 2012 15:48:42 GMT
.... ambient is for the whole map, inside and out.
It's the "background" light of the map. Like when you have no light sources the whole map lights up (mat_brightness 1). ya, that's a ambient light level of 1.
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Post by Zeph on Mar 29, 2012 19:21:43 GMT
You're still not getting me.
Ok lets go from the top.
Light_enviroment, is blocked by the ceiling. ok. It's dark inside.
A light will shine in all directions, lighting up the whole inside.
A spotlight will shine in one direction, lighting up only some of the inside. This is what you have.
You want to light up the whole inside a bit more. THere are two solutions:
1) add a low-brightness normal light in the room. 2) up the ambient (general world overall global light level, regardless of lights in the map) in the light_enviroment.
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Post by Zeph on Apr 4, 2012 16:32:55 GMT
lighting lighting lighting.
Sky lights, lights, point_spotlights.
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