Technology (Read Only) > Mapping
How to make: Successful/Interesting map
Xrain:
If you really want to make your lighting more detailed, instead of having a light floating at random, have logical sources for the light present.
ex: if you want to light a attic, have a hanging light-bulb prop, and position your dim light to emit from there.
Most players wont notice specifically that your lights come from logical sources, but it's one step towards making your maps look more professional.
Alkaline:
Never been able to get my light_dynamic to work properly.
Simply placing the entity in my map lights the props but not the world.
Love tut, gud for dem nubs :yes:
Mehis:
--- Quote from: Alkaline on March 04, 2011, 03:43:33 PM ---Never been able to get my light_dynamic to work properly.
Simply placing the entity in my map lights the props but not the world.
Love tut, gud for dem nubs :yes:
--- End quote ---
You need to set Light Brightness to 6-8, Pitch and Entity to point at would be nice.
Travelsonic:
Speaking of sky textures, how hard is it to make custom skybox textures for HL2/GMod maps?
Mehis:
--- Quote from: Travelsonic on April 24, 2011, 09:59:56 AM ---Speaking of sky textures, how hard is it to make custom skybox textures for HL2/GMod maps?
--- End quote ---
There isn't really 'skybox' textures. Sky textures.* *nerd laugh*
Well, you need some kind of 'cubemap editor' or painter which has cubemap tool. Cubemap aka picture from left, right, front, behind, bottom, top. The only problem is to 'blend' them, so you can't see the edges of the textures.
Hard? Well, if you are making realistic skies, hell yea.
See tutorials...
Side note: Making sky textures is same for all Source games. Expect if the engine version is different...
I like how i keep editing this post. Now i'll stfu and leave this like it is.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version