Posted by DrGlass on Tue May 24th at 10:46am 2005
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.
DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Posted by Trapt on Tue May 24th at 10:59am 2005
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.)
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
Posted by DrGlass on Tue May 24th at 11:15am 2005
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...
DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Posted by Trapt on Tue May 24th at 11:22am 2005
Posted by ReNo on Tue May 24th at 2:32pm 2005
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.


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.
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Addicted to Morphine on Tue May 24th at 3:00pm 2005
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 " SRC="images/smiles/icon_smile.gif">
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.
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?
Posted by ReNo on Tue May 24th at 7:04pm 2005
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.
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Addicted to Morphine on Tue May 24th at 9:09pm 2005
Posted by G4MER on Tue May 24th at 9:11pm 2005
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?
Posted by ReNo on Tue May 24th at 9:52pm 2005
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by G4MER on Tue May 24th at 10:43pm 2005
Posted by ReNo on Tue May 24th at 11:09pm 2005
I spent a bit of time tonight sprucing up the interior style, since before it was just really dull...

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by DrGlass on Tue May 24th at 11:27pm 2005
AtM, there is a model in the effects folder that makes a beam of light. Just turn off collision and shadows and place it.
DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Posted by Trapt on Wed May 25th at 6:05am 2005
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.
Posted by Addicted to Morphine on Wed May 25th at 6:10am 2005

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?

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


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?

New water, which I like. Looks like dirty chlorine.
Posted by Trapt on Wed May 25th at 6:31am 2005
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.
Posted by DrGlass on Wed May 25th at 7:15am 2005
this will cast a hard shadow on the floor in the shape of the window.
DrGlass
member
1825 posts
293 snarkmarks
Registered: Dec 12th 2004
Location: USA
Occupation: 2D/3D digital artist
Snarkpit v6.1.0 created this page in 0.0127 seconds.




