Technology (Read Only) > Mapping
[IDLE] SCP porting to Source Engine [PICS] [7.1.2012]
Alkaline:
--- Quote from: Snivy M.D. on June 26, 2012, 12:29:12 PM ---Try some color correction? A false night effect, where you can only see a few feet in front of you.
--- End quote ---
Well, that's not exactly the problem I'm having with lighting. In the original game, all of the rooms are models. If you peek inside of the GFX/map folder of the game, you will notice alot of lm (lightmapped) files that overlay the textures in each of the rooms. This produces the effect of ambient occlusion, or fake global illumination. (And once you think about it, the original game is in fullbright mode all the time. Its just that ambient occlusion and fog give the feeling of almost total darkness.)
Unlike the source engine, the creator could have easily baked, or fused, these lightmaps with his 3D modeling software. I, on the other hand, have to manually place the lighting because to have to light up props/viewmodels/etc. real-time. Color correction only changes the RGB going from the engine to the monitor, or acts like a shader, and that would be something I would add at the finals stages of the map. If I place a low-brightness light in the middle of a room to try to simulate AO, I would somewhat get that effect but I would also get noticeable shadows.
I've also been fooling around with this technique, but I first wanted to see if any other mappers are willing to shed light onto the subject. That is, before I tread into interlopers.
--- Quote from: Seb on June 26, 2012, 12:34:56 PM ---If Cake declines, can I take the offer?
--- End quote ---
You have a sexy voice, too. I don't see why not.
Or maybe there can be an argument between you two in the map.
All you need to do is provide a .wav sound file of you saying anything.
Deathstrike:
--- Quote from: Alkaline on June 26, 2012, 12:26:06 PM ---Updatez with more pics.
That would be as easy as reskinning two citizen models with an orange jail-like clothing.
I can rip one of the Porta-Johnies from L4D2 but you won't be able to enter it.
Coincidentally, I have a turntable that I made a while ago as a custom prop...
Although, I'm not sure how I would animate it. And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?
I am REALLY stumped on how to light up the map to mimic the original's lighting. I could always manually light the dark ambiance with very low-lighting but anyways, I'm leaving that for last. As you can see in some of the pics below, I finally got the collision models to work with $concave. I also reskinned the office chair as a touch-up to what the original creator might have had in mind. One last thing. Fuck Valve for the shitty fog I have to live with in the ep2 engine unlike the sphere-like fog in L4D2.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
He knows where you are Hotgreen. He can feel your heart beat.
--- End quote ---
you can probaly make it so when you go near the porta potty u hear screaming coming and other noises comingfrom inside it
Edit:the pictures look great almost better
Cake Faice:
--- Quote from: Alkaline on June 26, 2012, 01:01:29 PM ---Well, that's not exactly the problem I'm having with lighting. In the original game, all of the rooms are models. If you peek inside of the GFX/map folder of the game, you will notice alot of lm (lightmapped) files that overlay the textures in each of the rooms. This produces the effect of ambient occlusion, or fake global illumination. (And once you think about it, the original game is in fullbright mode all the time. Its just that ambient occlusion and fog give the feeling of almost total darkness.)
Unlike the source engine, the creator could have easily baked, or fused, these lightmaps with his 3D modeling software. I, on the other hand, have to manually place the lighting because to have to light up props/viewmodels/etc. real-time. Color correction only changes the RGB going from the engine to the monitor, or acts like a shader, and that would be something I would add at the finals stages of the map. If I place a low-brightness light in the middle of a room to try to simulate AO, I would somewhat get that effect but I would also get noticeable shadows.
I've also been fooling around with this technique, but I first wanted to see if any other mappers are willing to shed light onto the subject. That is, before I tread into interlopers.
You have a sexy voice, too. I don't see why not.
Or maybe there can be an argument between you two in the map.
All you need to do is provide a .wav sound file of you saying anything.
--- End quote ---
Well I'm definitely up to it, just you need to send me a test script or something of the sort.
FUCKYOUSEBTRYINGTOSTEALMYSWAG
Seb:
--- Quote from: Cake ecaF on June 27, 2012, 03:15:29 PM ---Well I'm definitely up to it, just you need to send me a test script or something of the sort.
FUCKYOUSEBTRYINGTOSTEALMYSWAG
--- End quote ---
Wait!
We can BOTH do it!
Cake Faice:
--- Quote from: Seb on June 27, 2012, 05:10:58 PM ---Wait!
We can BOTH do it!
--- End quote ---
So we argue back and forth about musical facts?
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