WIP / Concept Area Screenshots by ReNo

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  • added Sun Jan 22nd 2006
  • updated Sun Jan 22nd 2006
  • more content for: Half-Life 2: Other...

Map Description

NOT a real map - just a map to link the WIP screenshots thread to. Just a workaround to make a non-map specific thread in the map forum in other words :)

Discussion

Posted by Enforcer on Sat Sep 26th 2009 at 4:39pm

I have tested super high lighting detail in a really big map, and at most it was around 60 mb (i think), 3 levels would never accumulate to that much but I understand what you are trying to say.
Posted by reaper47 on Sat Sep 26th 2009 at 4:19pm

Enforcer said:
Yes, but i do not mind longer compile times for quality lighting, when it's finished it's finished. :)
Compile times are your decision... but I just warn you about people looking at a 500 MB file for 3 levels and just skip it because of size. I mean yea, it's less of an issue in the day of 100Mbit DSL. But don't underestimate it. Just a tip.
Posted by Enforcer on Sat Sep 26th 2009 at 12:34pm

tnkqwe said:
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]
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

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.
Posted by tnkqwe on Sat Sep 26th 2009 at 9:09am

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]
Posted by Enforcer on Sat Sep 26th 2009 at 12:57am

Yes, but i do not mind longer compile times for quality lighting, when it's finished it's finished. :)
Posted by reaper47 on Fri Sep 25th 2009 at 11:18pm

Looks nice. If you get those super-sharp shadows by turning up light-patches resolution incredibly high, realize this will increase your compile times and BSP file sizes by a factor of 20 or more. You might want to turn them down a little.
Posted by Enforcer on Thu Sep 24th 2009 at 1:23am

aaron_da_killa said:
That space is lit much better now, would you agree?
Now my leak is finally fixed, yes there is an improvement.
User posted image
User posted image
User posted image
It will be a while until i post anything new, I get episodic amnesia and can't remember my original ideas.
Posted by Enforcer on Mon Sep 21st 2009 at 8:08pm

aaron_da_killa said:
That space is lit much better now, would you agree?
Well, I'm sure it would look nice, but after fixing all the leaks my map now appears to be pitch black.
Posted by reaper47 on Mon Sep 21st 2009 at 11:54am

aaron_da_killa said:
  • I don't remember this thread or posting those screenshots.
I never look at the dates... your post was over a year old. :lookup:
Posted by Le Chief on Mon Sep 21st 2009 at 11:47am

After you've compiled your map (dosen't matter with or without vis and rad, just a finished compile) go into the hammer toolbar: map > load pointfile. Then find and follow the red line and it will show you where there leak is.

That space is lit much better now, would you agree?