OP4 Snipering by Leperous

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Map Description

A sniper-only map for Opposing Force.

Discussion

Posted by warlord on Fri May 15th 2009 at 7:48am

that odd shadow line is tipically cause by the 1024 gridline in hammer. if you where to move that brush (alomg with the whole map) it would dissapear.
or something else is splitting the brush there.

and if you just want that room to look illuminated reguarless of how
than just put those textures your using in there in the rad file with a low setting
Posted by GizmoTheGreen on Thu Dec 25th 2008 at 5:44pm

just rooms no build in, no special details, only brushes as walls.

and about the door, its supposed to be a hidden door so i kinda need it to be a brush entity
Posted by Naklajat on Sat Dec 20th 2008 at 7:31pm

Well think of it this way, if you tried to illuminate a room that big with one lightbulb it would be bright near the bulb and dark toward the corners of the room.

Rather than trying to light an empty room in a blank video game world, you could decide what the room is for, and design the lighting based on where light would be needed in a real-life equivalent.

For example: A laboratory will have lots of bright, even light; a warehouse will have large lights spaced out above stacks of of storage, maybe some handheld/clampable/hooked lamps plugged into extension cords; a residence will have ceiling fixtures, floor lamps, table lamps, etc.

additional light accents can come from things like exit signs, computer monitors, fires, windows or cracks, and should provide some contrast.

here's a great tutorial on lighting:
http://www.hourences.com/book/booklighting.htm
Posted by haymaker on Sat Dec 20th 2008 at 5:29pm

Hey Reaper47, long time no see here!
Posted by reaper47 on Sat Dec 20th 2008 at 4:23pm

I can only recommend having a look at the example-VMFs by Valve (you'll find them in your source sdk folders). Do it like they do it.

I usually put a spot light facing down, with a broad radius, a high constant factor and brightness of about 500 in the middle (under the ceiling) of a room. It simulates most artificial light sources quite accurately. Try thinking of giving the light some color (into the yellow-ish) as well.

The func_door probably looks that way because it is slightly stuck in a world-brush and doesn't receive any light during the RAD compile. I recommend using a prop_door_rotating instead of a brush-based entity. Brush-based entities can act weirdly when it comes to lighting since they are lit separately.
Posted by GizmoTheGreen on Wed Dec 17th 2008 at 10:38pm

Okay, here is some screens, first, how i made a light in hammer.

click to enlarge:
[img]http://img389.imageshack.us/img389/7915/light1hammerav2.th.png[/img]

next is how it looked ingame (the screenshot is for some reason darker than it appeared ingame)
[URL=http://img407.imageshack.us/my.php?image=gmgizmostruct0013rk5.jpg][IMG]http://img407.imageshack.us/img407/4145/gmgizmostruct0013rk5.th.jpg[/IMG][/URL]
(its weird how the preview of my post ignores all newlines! srsly wtf!?)

another problem i have is this wall, part of it is a func_door, see how the shadows bork?
[URL=http://img122.imageshack.us/my.php?image=gmgizmostruct0015yv2.jpg][IMG]http://img122.imageshack.us/img122/3312/gmgizmostruct0015yv2.th.jpg[/IMG][/URL]
Posted by GizmoTheGreen on Wed Dec 17th 2008 at 7:37pm

Aight, working on some screens.
it's okay if i post some other issues im having? :p
Posted by G4MER on Mon Dec 15th 2008 at 11:14pm

Give us some screenshots.
Posted by GizmoTheGreen on Mon Dec 15th 2008 at 10:22pm

i followed your suggestion, and in some cases the light still falls of :/
but its alot better than before though!
Posted by GizmoTheGreen on Sat Dec 13th 2008 at 10:41pm

thanks Riven! i will try it immediately!