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Post by hugo on Aug 16, 2010 3:14:56 GMT
hi, new to mapping, followed the good tuts and all is well (so far) i have a map with a fully enclosed skybox it has good lighting shows shadows under playforms ect and it plays just fine i have had to add lights (spot and lights) where its in a enclosed room and they are fine as well. the problem iam having is when i add prop_statics like soda vending machines or prop_static truck (tow truck) for loss of a better word it looks like bloom on it colors are all washed out like a 2000 level light it right above it but turn on a flashlight on it .(mostly on the soda vending machine) and the colors show up. i have been using a simple cube map with 4 simple lights and drywall texture to test items before i install in the map to be able to test and not wait for complie to find out something is wrong. on the main working map with the skybox they look better but still not right on the colors and the vending machine looks even worse see enclosed pic of tow truck a.imageshack.us/img828/3753/propbloom.jpg
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Post by Zeph on Aug 16, 2010 10:11:59 GMT
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Post by hugo on Aug 17, 2010 1:13:41 GMT
Thanks zeph, That worked perfect,can i add as many as i like env_cubemaps or only add were they are needed?and just one more quick question as i was looking in the posts here about skyboxes that surrounding the enitire map with a cube in skybox texture is NOT the way to do it.i dont want to mention names... but i was was told in the tuts that it IS the way to do it so next map just cap the top with skybox texture and snap to grid? thanks for your help
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Post by Zeph on Aug 17, 2010 10:15:01 GMT
As the guide says - one per room, central, and 64 units from the ground, is enough. Large rooms may need a second, and open areas a few more.
The Tuts say that for simplicity, its an easy solution. early-on tutorials do not want to dive into optimization when you're learning to add entities, so they say do that 'for now'.
Capping the ceiling is one way, assuming you want an open-topped effect for the map consisting of just walls. Remember grenades will bounce off this invisible skybox, so you may want ti to be higher than the top of a room to enable grenades to be thrown over walls.
Always snap to grid. Walls are generally made in Grid 8 for normal bricks, or 16 for larger walls like breeze blocks. Make rooms nicely fit the 64 scale, and things will generally be nice.
If you would like me to browse over your map and possibly find areas for improvement (mostly regarding optimization), send the vmf.
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Post by hugo on Aug 18, 2010 3:57:14 GMT
Thanks for the info, when i get the map a little further along i may send you the vmf.
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