Dm_mosaic1_beta
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Re: Dm_mosaic1_beta
Posted by DrGlass on Tue May 24th at 10:46am 2005


Thanks trapt for the review, I've posted some stuff on the forums about it. here

It will be hard to get a play test with all of us due to the extream time diffrence, I'll talk with reno though, I think he put it on the SP server already.




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Re: Dm_mosaic1_beta
Posted by Trapt on Tue May 24th at 10:59am 2005


We should be able to get a playtest on the weekend. If everyone is home on the weekend, time is no longer such a factor.

We could try and organise something on Sunday perhaps? I'll be out on Saturday, but I should be back in the evening (a bit late for you Yanks though.)



I seem to have done toilet on your floor



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Re: Dm_mosaic1_beta
Posted by habboi on Tue May 24th at 11:04am 2005


Thanks for the comment Trapt and I realised all of the above but my aim was to take the best bits out of it and make a better version...
Hopefully it will look nice in daytime :S





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Re: Dm_mosaic1_beta
Posted by DrGlass on Tue May 24th at 11:15am 2005


? quote:
Thanks for the comment Trapt and I realised all of the above but my aim was to take the best bits out of it and make a better version...
Hopefully it will look nice in daytime :S


you could always fake a night sky with black texture. you also may find that you have the only out doors map...




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Re: Dm_mosaic1_beta
Posted by Trapt on Tue May 24th at 11:22am 2005


I don't think it'll have quite the same affect if it's day time. Unfortunate, you seem to have done a good job with the atmosphere.


I seem to have done toilet on your floor



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Re: Dm_mosaic1_beta
Posted by ReNo on Tue May 24th at 2:32pm 2005


I think Trapt covered good points, I hope the authors of the areas take them on board (and it seems they have, ATM had already sorted most of them, and I think Habboi is wise to give it another shot).

Here are a couple of shots of the area I'm working on, area 3. Still got quite a lot of work to do on it, might have a crack at some more today.

image

image

In those shots the 2 outside blue light_spots weren't working for some reason (anybody else get things like that happening ALL the time in source?), so the area is a bit brighter normally...for better or worse.






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Re: Dm_mosaic1_beta
Posted by Addicted to Morphine on Tue May 24th at 3:00pm 2005


Thanks a lot for the comments and the advice about the lights, I'm running late but I'll be back later to talk more in depth about the mosaic and I'll try to do some crits as well. Hopefully you can get something helpful for you section Trapt, after you offered a lot of good criticism.




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Re: Dm_mosaic1_beta
Posted by habboi on Tue May 24th at 4:11pm 2005


I like the atmosphere Reno and the arches are grand!
What lies beyond the darkness <img src=" SRC="images/smiles/icon_smile.gif">





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Re: Dm_mosaic1_beta
Posted by G4MER on Tue May 24th at 5:13pm 2005


A little trick I do with lights, is build a box in the shape of the light I want cast on the ground. It blocks light and keeps it in the box only.. then place a bright light in it. I did this with great effect in my lasertag map.

You could place a normal light in the room in a couple places above the lamps your using to illuminate the room, and then have the spots under your hanging lamps for the added spot light. You couls also use the prop light effects from de_traing to make the sky lights look like they are casting light though them.

Just some ideas.

Oh and leave the trusses, they look good.

Message submitted 1 minutes after original post:

RENO.. OH My GOD, I bow down before your greatness.. thats very nice man, very nice indeed. Reno how did you get them small prop lights to work so nice?




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Re: Dm_mosaic1_beta
Posted by ReNo on Tue May 24th at 7:04pm 2005


Thanks mate, glad you like it <img src=" SRC="images/smiles/icon_smile.gif"> Not been working on it the past couple of days - I've got an idea on the layout I want to have but I'm not sure the best way to build it up interestingly.

What do you mean by getting the light props to work so nice? They are just one of the standard prop_wasteland lights with a light entity a bit of distance in front of them, and a light_glow to give them some added intensity.






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Re: Dm_mosaic1_beta
Posted by Addicted to Morphine on Tue May 24th at 9:09pm 2005


Does anyone know a good visual effect for perhaps getting streaming light through the skylight? I'm not too worried about the actual lighting, just the appearance of light streaming through.




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Re: Dm_mosaic1_beta
Posted by G4MER on Tue May 24th at 9:11pm 2005


? quoting ReNo
Thanks mate, glad you like it Not been working on it the past couple of days - I've got an idea on the layout I want to have but I'm not sure the best way to build it up interestingly.

What do you mean by getting the light props to work so nice? They are just one of the standard prop_wasteland lights with a light entity a bit of distance in front of them, and a light_glow to give them some added intensity.

Light Glow, how do I do that? Thats the effect of the light shinning out from the light right? What we used to do in HL1 with a texture?

Hey Can I make a small section for this? this is HL2DM right?





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Re: Dm_mosaic1_beta
Posted by ReNo on Tue May 24th at 9:52pm 2005


The entity is an "env_lightglow" actually, I wrote it wrong. Its basically the same as the old "env_glow" entity, that renders a sprite but it changes in size and brightness as the player gets closer or further away.






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Re: Dm_mosaic1_beta
Posted by G4MER on Tue May 24th at 10:43pm 2005


Oh ok.. I heard there was a built in thing in Lights now that would do the light glow.. like we used to do with a texture. You know it would fade from Bright Yellow to black/clear, to give the effect of the light shinning out, like it does on the cool little lights you have in your pictures Reno.



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Re: Dm_mosaic1_beta
Posted by ReNo on Tue May 24th at 11:09pm 2005


Ooooooh the other lights, I get you now. Yeah thats the "point_spotlight" entity very neat little entity that <img src=" SRC="images/smiles/icon_smile.gif">

I spent a bit of time tonight sprucing up the interior style, since before it was just really dull...

image






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Re: Dm_mosaic1_beta
Posted by DrGlass on Tue May 24th at 11:27pm 2005


looking very nice.

AtM, there is a model in the effects folder that makes a beam of light. Just turn off collision and shadows and place it.




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Re: Dm_mosaic1_beta
Posted by Trapt on Wed May 25th at 6:05am 2005


Looks very nice, ReNo.

? quoting Addicted to Morphine
Does anyone know a good visual effect for perhaps getting streaming light through the skylight? I'm not too worried about the actual lighting, just the appearance of light streaming through.


I think there is a model - effects/vol_light mdl I think it's called - which basically gives the effect of sunlight. I think you should test it out on your skylight to see how it looks.



I seem to have done toilet on your floor



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Re: Dm_mosaic1_beta
Posted by Addicted to Morphine on Wed May 25th at 6:10am 2005


I changed my spot_lights as per Doc's suggestions, and I'm halfway happy with the results.

image

I like the way the light_spots look in this section, but overall its way too dark. How can I subtly brighten up the area while keeping the appearance that the light is only coming from those wall mounts?

image
Same with this area, I like the way the lighted part looks, but it's way too dark. Suggestions?

image
image
I'm definitely going to keep the shafts of light, I think they look good... yet the lighting isn't convincing in this area, and its still too dark. Should I add regular light entities with low brightness?

image
New water, which I like. Looks like dirty chlorine.




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Re: Dm_mosaic1_beta
Posted by Trapt on Wed May 25th at 6:31am 2005


Ah, I see you found the skylights anyway. Some areas seem a bit dark, particularly the first two screens.

New water looks nice, as do the skylights. The new ceiling really adds something better to your map. I also noticed the new doorway thing, which will be excellent to stop the linearness of the area.

One concern with that new gateway though. Because it offers players with a direct route to the pool area, you should put something (perhaps a weapon, or some handy secondary ammo) in the little shower area to entice players to go in that little section. Or else I think the area could often find itself empty, and useless. I think a little enticement could work wonders.



I seem to have done toilet on your floor



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Re: Dm_mosaic1_beta
Posted by DrGlass on Wed May 25th at 7:15am 2005


forgot to mention this on the mosaic forums but you could (if you have room, remeber Reno's area is above you) build a hollow box behind your skylight at the angle you want the sun to come from and texture the back face with one of those white textures. I think white002 or 003 will give you a nice warm light.

this will cast a hard shadow on the floor in the shape of the window.





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