[WIP] Chamber 4XE3
Quote from sbrown on February 6, 2009, 7:07 pmmonkeyman wrote:lol... that'll prob be me...
whats the best way to do normal lighting?? i spent like 2 hours fiddeling around with lighting, andi basically just have a light in the middle of each room dropping off to 50% after a certain distance... all the other ones i tried looked worse or far too dark...Recessed lighting and metal wall lighting. Also spotlights coming form observation rooms
whats the best way to do normal lighting?? i spent like 2 hours fiddeling around with lighting, andi basically just have a light in the middle of each room dropping off to 50% after a certain distance... all the other ones i tried looked worse or far too dark...
Recessed lighting and metal wall lighting. Also spotlights coming form observation rooms
Quote from PortalFan77 on February 7, 2009, 12:13 amI LOVE UNORGANIZED LIGHTING!
I LOVE UNORGANIZED LIGHTING!
Quote from Stormrain on February 7, 2009, 3:06 pmThanks for the feedback so far. I've fixed pretty much everything, except for the lighting, which I'm having a little problem with.
I'm trying to put the recessed lighting in, as in here, but for some reason i get leaks, like the lighting texture is staying seethough, no matter what I try. Anyone that can explain to me what (Probably simple) thing I'm missing here?
EDIT: Also, Sbrown, the hidden room is a place where the mappack splits off into different directions (There's going to be three places with optional paths, each having their own maps /story)
Thanks for the feedback so far. I've fixed pretty much everything, except for the lighting, which I'm having a little problem with.
I'm trying to put the recessed lighting in, as in here, but for some reason i get leaks, like the lighting texture is staying seethough, no matter what I try. Anyone that can explain to me what (Probably simple) thing I'm missing here?
EDIT: Also, Sbrown, the hidden room is a place where the mappack splits off into different directions (There's going to be three places with optional paths, each having their own maps /story)
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15
Quote from sbrown on February 7, 2009, 5:22 pmInvisible brushes DO NOT seal leaks. I should know, i made that tutorial.
Best thing to do is to make the invisible brush and nodraw brush a prefab, and then carve it in to place, then pull the walls up
Invisible brushes DO NOT seal leaks. I should know, i made that tutorial.
Best thing to do is to make the invisible brush and nodraw brush a prefab, and then carve it in to place, then pull the walls up
Quote from sbrown on February 7, 2009, 5:55 pmStormrain wrote:Won't that still end up making the leak?No. If you are sealing your map with invisible brushes, it will still leak. Thats why there is another strip on the bottom of nodraw. look at your pointfile
No. If you are sealing your map with invisible brushes, it will still leak. Thats why there is another strip on the bottom of nodraw. look at your pointfile
Quote from Stormrain on February 7, 2009, 6:08 pmSorry for seeming thick here, but I still don't fully understand it. What is being used to seal the map off in the tutorial? I have the Invis brush, then the Nodraw one right above, with the Recessed lighting texture on the bottom face.
------N
------I|
-------|
-------|Where --- is the celing, | is my wall, N is nodraw brush, and the I is my invisible brush (With the overlay being right under the Invis brush.
Thanks for being patient with me XD
Sorry for seeming thick here, but I still don't fully understand it. What is being used to seal the map off in the tutorial? I have the Invis brush, then the Nodraw one right above, with the Recessed lighting texture on the bottom face.
------N
------I|
-------|
-------|
Where --- is the celing, | is my wall, N is nodraw brush, and the I is my invisible brush (With the overlay being right under the Invis brush.
Thanks for being patient with me XD
Planned:15(+/-)
Drawn up: 9/15
Maps Done: 2/15
Quote from sbrown on February 7, 2009, 11:43 pmStormrain wrote:Sorry for seeming thick here, but I still don't fully understand it. What is being used to seal the map off in the tutorial? I have the Invis brush, then the Nodraw one right above, with the Recessed lighting texture on the bottom face.
------N
------I|
-------|
-------|Where --- is the celing, | is my wall, N is nodraw brush, and the I is my invisible brush (With the overlay being right under the Invis brush.
Thanks for being patient with me XD
Im not sure. check the pointfile
------N
------I|
-------|
-------|
Where --- is the celing, | is my wall, N is nodraw brush, and the I is my invisible brush (With the overlay being right under the Invis brush.
Thanks for being patient with me XD
Im not sure. check the pointfile
Quote from Aldéz on February 8, 2009, 6:06 amI noticed that the button sounds are swapped (the down-sound is the up-sound and vice versa).
I noticed that the button sounds are swapped (the down-sound is the up-sound and vice versa).
Quote from tome449 on February 8, 2009, 6:45 amAre the walls to either side of the recessed lighting strip also high enough to seal the invisible brush?
EG:
Are the walls to either side of the recessed lighting strip also high enough to seal the invisible brush?
EG: