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 Mon Sep 21st 2009 at 11:42am

Late edit: This problem is as a result of a leak in my map, but I have no idea where to start looking for that bastard.
Posted by Enforcer on Mon Sep 21st 2009 at 10:56am

I have since fixed those problems by adding in ambient light (manually bounced light), because for some reason Half-Life 2's bouncelight isn't working on my maps.
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Posted by Riven on Mon Sep 21st 2009 at 7:34am

Oh yea, I meant to comment on enforcer's pictures as well...

Most of the shots have good lighting. I can tell you've given it a lot of attention, but in other areas I think it must just boil down to taste. These scenes:
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IMO, those shots don't look nice with the spot_lighting. for one it looks distractingly unrealistic the way they cut hard shadows that should otherwise bounce around to the rest of the room, not focus like a cone as if it were pitch black around them. You can keep the spots, but you definitely need to add some point lights to fake the bounce effect they should be having with the ceiling. Unless this is the particular look you're going for? -Like I said, it boils down to taste methinks.
Posted by Le Chief on Mon Sep 21st 2009 at 5:09am

I was typing a reply to this thread but I was at school and the computer I was working on got the blue screen of death so I'm going to write the post again briefly in point form:
  • I don't remember this thread or posting those screenshots.
  • Thanks for that reaper, I'll keep it in mind.
  • Enforcer, I don't like the lighting. You have great contrast in your lighting (pitch black ceilings in supposedly bright rooms for example), it's unrealistic and not attractive imo. Light your spaces more diffusely, stop using spot lights for every light seemingly or increase light bounce.
Posted by Enforcer on Sat Sep 19th 2009 at 11:59pm

Are you sure? I was told otherwise by someone else.

Surely they would need to own Half-life or half-life source if content from our mod contains half-life textures/enemies/weapons?
Posted by tnkqwe on Sat Sep 19th 2009 at 11:51pm

"Enforcer" said:
Well, since it wouldn't be legal to use half life textures in a Half-Life 2 mod, we have to actually remake them, but that's fine, because we can have higher resolution textures.
Yes you can use them,but you can't use them for a commercial project.
Posted by Enforcer on Sat Sep 19th 2009 at 9:23pm

Well, since it wouldn't be legal to use half life textures in a Half-Life 2 mod, we have to actually remake them, but that's fine, because we can have higher resolution textures.

It's not so much work, we will only remake the textures that we use, and have new ones also.

So this mod will be available for both Half-life 2 and Half-life: Source. And thanks!
Posted by Riven on Sat Sep 19th 2009 at 8:46pm

ah, finally a mod for half-life source! (a reason to buy it now :P)

When you say the textures will be remade from scratch with bump and specular, does that mean you will be creating an all new texture pallet for this mod? or just bump and specular versions of the existing (huge) texture pallet? either way that's a lot of work! Good luck!
Posted by Enforcer on Sat Sep 19th 2009 at 7:25pm

It's for half life: source/half-life 2, as I said, the textures which you see will be remade (some already are) with bump and specular maps.
Posted by reaper47 on Sat Sep 19th 2009 at 6:37pm

Aaron, I like the feel, but it's way to dark. I have trouble making out most of the parts. Might get a little technical, but... if this isn't HDR (doesn't look like it >_<) you only have 255 brightness levels per color with 0 being pitch black and 255 being bright white. Your pictures only uses the lower 1/4 of that range. Just like in a good photograph, you generally want to use a balanced spectrum, with equal distribution between dark and bright pixels. Even for night scenes. Especially the floor area, which usually makes up about 50% of your screen, should be in the brighter range for good navigation.

Here are the levels of your screenshot in Photoshop. You hardly make use of brightnesses over ~64. This also means a lack of contrast since you're not making full use of the available spectrum.
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Enforcer, those screens look interesting. Are those screenshots in Goldsource?