
"Enforcer" said:If you ask me - HL mapping is more interesting than Source,because in GoldScr you have less opportunities-you have to make something nice with something old.But is always your choice.
Ah, that's cool.
A few months ago i was making this in Goldsource, but then my friends convinced me in porting it over to source.
[quote="Enforcer"]Sorry, i don't think there is an actual tutorial on this, I'm not sure how to better explain it.Enforcer said:I've done it before but I can't remember anymore, I do remember though it's very easy to do.
Do you know how to import and export textures with wally?
"Enforcer" said:I gave it a try.But I failed.How do you do it?
tnkqwe said:Tnk, there is actually a way to get high detailed shadows in goldsource. This is what my map looked like before i ported it to source
I have made one nice shadow test.Give it a look:
[URL=http://img195.imageshack.us/i/specialshadowtest0004.png/][IMG]http://img195.imageshack.us/img195/4999/specialshadowtest0004.th.png[/IMG][/URL]
PICTUREFINGYLOLZ
I'm not sure what method you used, but those shadows look razor sharp/hard.
Basically, the lower you scale a texture, the more lightmap quality you trick the engine into drawing; so a surface with a scale of 0.25 can have about four times more detailed lighting than a surface with a scale of 1.
But in order to do that without screwing up the appearance of a texture, you need to export the image somehow, stretch it to as high as possible, re-import it with wally then apply it to a surface in game and lower the size (so it will look normal as well since you stretched it for this purpose) and you should then get a surface with high lightmap detail, so then the engine can calculate its own shadows rather than have to improvise with artificial ones.