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Post by Zeph on Apr 4, 2012 19:16:00 GMT
neeeeeeeeeds it
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Post by Zeph on Apr 8, 2012 12:53:35 GMT
...lighting.
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Post by Zeph on Apr 8, 2012 22:39:00 GMT
lower the brightness of the environment and add indoor and outdoor lights. EG flood lights, etc.
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Post by yaznee on Apr 8, 2012 23:32:21 GMT
Most importantly add a 3d skybox! with shit loads of detail (hence the eye candy) Edit: The textures on the inside of the roof look awful, they really don't fit the scene! Also adding to the texture problem is the hideous white rock?, please change it, doesn't look nice in any way! The inside of the "gas stop" doesn't look like a "gas stop", to me it looks more like a abandoned office of some sort. The textures outside, don't really fit the so called "gas stop" theme either, specially that white weird texture you've got going there. Picture an old gas stop in the middle of Rout 66, do you think you would see that sort of texture? I think not! A desert them is what you're aiming for right? then change the textures! Remember if this is an "eye candy" map, then it has to be "eye candy". So far, it's not. Nearly 1000 views, and is it worth the words "eye candy" ?
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Post by yaznee on Apr 11, 2012 14:00:52 GMT
If you want the sound to be played every time the trigger is touched then use a trigger_multiple or If you only want it to play once, then trigger_once with a ambient generic (give a name to the ambient generic).
Outputs : OnTrigger > ambient generic name > PlaySound
On the ambient generic you might have to tick "Is not looped" in the flags tab depending if you're using a MP3 or WAV.
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Post by yaznee on Apr 11, 2012 17:39:08 GMT
Well you could have explained that before lol. 5 ambient generics, each with their own sound....Zeph step in hahaha
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Post by Zeph on Apr 11, 2012 19:34:42 GMT
Logic_Timer: Use Random Time. OnTimer -> Logic_Case -> PickRandomShuffle
Logic_Case: OnCase01 -> Ambient_Generic_1 -> Play. OnCase02 ....
Simples.
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Post by Zeph on Apr 13, 2012 17:03:35 GMT
Where the hell did i get a timer from? My bad.
Trigger_Multiple -> OnStartTouch -> Logic_Case -> PickRandomShuffle.
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Post by yaznee on Apr 14, 2012 15:15:15 GMT
Here ya go Attachments:
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Post by yaznee on Apr 14, 2012 19:11:01 GMT
You're welcome
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Post by yaznee on Apr 14, 2012 19:18:23 GMT
Clip sounds like wood right? far has I know you can't change it, becuase you can't change the vmt's of Valves textures. All you can is make your own.
For the shadows, turn off the "cast shadows" on the options menu of the model.
Edit: is the door 100% tight to the walls and floor? if there's a gap, light will come through. Also check the light scale.
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Post by Zeph on Apr 15, 2012 8:23:44 GMT
The door should have an area portal in it. Link it to the door so that when the door is closed, the areaportal is closed. This will seal off the visleafs and cut out the light completely. either that or make the prop a brush door, or have shadows. blue shadows is something to do with the light_env. try this: developer.valvesoftware.com/wiki/Shadow_controladd ropes between the pylons. add bushes around the bottom of one. add a 'box' on one.
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Post by yaznee on Apr 16, 2012 13:51:10 GMT
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Post by Zeph on Apr 16, 2012 18:43:00 GMT
i'd need the vmf #gonnaregretthis
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Post by yaznee on Apr 21, 2012 12:59:52 GMT
Yup, Zeph said he needs your VMF!
You did name your door didn't you?
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