|
Post by lemonylime on May 5, 2009 5:28:12 GMT
I'm making a desert-like map, in which there's no way for the buildings to realistically have electricity. Thus I'm looking for ways to light the buildings. I've actually cut crack-like holes into the tops (where the player can't see the other side) and put a light there to make it look like light is coming through there. Unfortunately, this won't work for other parts of the buildings, because if the player is on the other side, it will look like light is coming from inside of the building. (plus it's extremely tedious, and probably ends up causing some extra lag with all of those new surfaces.)
I've also tried using a light_floodlight02_off entity with 2 spotlights in front of it's lights. It works well, but it doesn't look like the lights are actually lit up. I've tried putting short ranged lights inside of it's light, but they don't work (I think because they are overlapping another entity?) There is no light_floodlight02_ON version of this, or anything similar, so I'm not sure how to make this work.
So, suggestions on how to light it up would be appreciated.
I also do have one other question... I made a river in the center of the map using displacements, and when that block touches the regular surface, it has an extremely obvious seam (only after I added light_environment) In fact it looks like they're even different colors. I've tried a few different things, but once again I've ended up stumped. Any ideas?
|
|
|
Post by icepwn on May 5, 2009 17:51:51 GMT
Have you tried making the lightmap scale higher? Im not sure if that works but i think so.
|
|
|
Post by lemonylime on May 5, 2009 18:23:55 GMT
That just makes shadows smoother though doesn't it? I've honestly never bothered messing with that though, so I could give it a shot.
|
|
|
Post by 3kliksphilip on May 5, 2009 20:12:08 GMT
The way they light areas in dust 2 and the like is to place a light entity in the very middle of the room and to give it a low brightness, like 255 255 255 50
This should make it look dim, but still bright enough to see the effects.
|
|
|
Post by lemonylime on May 5, 2009 22:07:34 GMT
So just don't worry about making it realistic basically... I tried putting in 4 super dim lights, and it seems to work.
Well... how about my second problem then?
|
|
|
Post by 3kliksphilip on May 6, 2009 0:47:26 GMT
The seam problem is one I've seen a lot of people having. I think the problem's even in Half Life 2 itself. I wouldn't mind having a go to try and fix it, though I don't know how much success I'll have. Would you be able to upload the vmf?
|
|
|
Post by lemonylime on May 6, 2009 3:47:23 GMT
files.filefront.com/13716114I obviously still have a lot of work ahead of me. Since I can't use CSS textures in dod It's kinda hard to make desert maps without custom textures lol.
|
|
|
Post by 3kliksphilip on May 6, 2009 13:02:46 GMT
I can't find the water in that level. Then again, I don't have DOD. Would some one else be able to have a look?
|
|
|
Post by Rusty on May 7, 2009 2:11:36 GMT
yes EDIT: What is this? This doesn't look like it has anything to do what you described. There arent any lights inside, there is no water (apart from a random floating block of rain), and no skybox. Desert maps are relatively easy in DoD:S. I made this a few months back. The only custom stuff there is the trees and water and sky, all the deserty stuff was in DoD:S.
|
|
|
Post by lemonylime on May 7, 2009 3:33:40 GMT
=/ that's the not the map I uploaded lol. Hmm... okiedokey... I guess I'll go try it again. That might explain why the water didn't show up lol. That's like 3 days old. And rusty you still only used the same 2 textures that I did. The way mine is set up requires a bit more detail than that imo. Edit: Apparently it thought it would be funny to randomly change the directory it saved to... so that was like the oldest version I had. Here's the proper one (hopefully.) files.filefront.com/13720709
|
|
|
Post by 3kliksphilip on May 7, 2009 15:49:19 GMT
And rusty you still only used the same 2 textures that I did. Surely that makes the difference between the two pictures even more pronounced.
|
|
|
Post by lemonylime on May 8, 2009 0:01:42 GMT
And rusty you still only used the same 2 textures that I did. Surely that makes the difference between the two pictures even more pronounced. True, but one is a map that has had about 15 minutes of work done on it, and the other is completed. So I don't think it honestly really matters. Anyway... I don't think we're getting anywhere with this. Think you could just try and tell me how to fix it?
|
|
|
Post by rokonader on Jun 23, 2009 14:58:01 GMT
Erm... fire? or you could use that model that came with HL2, the floodlight powered by a generator?
|
|
|
Post by fence23562 on Jun 24, 2009 16:20:44 GMT
try a torch? use an env_fire but make it really small, maybe add a flickering light with a slight orange tint too it
|
|