VietNam : Ambush TC


(=DaRk=CrAzY-NuTTeR) #161

plastic?!?

Barbie got back


(KillerKind) #162

MindLink - As I said, “I am working on it”. Anyway it’s my thread, and I will post any pics I want.

:moo:


([AE]HawkeyE) #163

those screenshots don’t look too bad to me…


(=DaRk=CrAzY-NuTTeR) #164

its not too bad, but if this is a map, why is it in the MOD section


(KillerKind) #165

Because it’s for the mod, Nutter.

You have a good point though. I’d probably get more usefull feedback from the mapping forum.


(Jan) #166

Some texture alignment problems in the hut interior on the last pics. Textures have lots of jaggies, could refine the edges more in photoshop (or whatever.)

The biggest problem I see is the ground textures. Getting a better one will make your map look way better.


(=DaRk=CrAzY-NuTTeR) #167

ahhhh, ok


(TFate) #168

Can you please take the few extra seconds to light compile it as well? Not being snotty, just saying it’d look so much better with a light compile.


(KillerKind) #169

Why not suggest some light settings then? I would find it more usefull than just “do a light compile”, because that map is lit! Perhaps the sky shader is not setup properly, or I’m not using the proper worldspawn values? It would help if you were more specific with your crits.

Thanks

EDIT: Actually, I see now that I’ve been using the wrong compile settings; seems radiosity lighting was not used.


(roland) #170

im wondering that how much jungle can you make without loosing too many FPS


(seven_dc) #171

Ok light tips.

Those pictures doesn’t have any light or I think the skylight goes through all models so no shadows are casted into ground. add
key: _cs
value: 1
on your models so that they cast shadows and _rc is you want to make them receive shadows. If there is still problems that the shadows
are too dim or not clear add _lightmapscale on your worldspawn and add value 0.01 or other small value = this makes lightmaps big as hell so use
it carefully. Also you can make surfaces you want detaljed shadows func_groups and define _lightmapscale on them.

To make the enviroment more lively add light entities on top of your torches and define them as yellow. The light entities inside or touching partially brushwork or models do not work.


Avandia Withdraw


(KillerKind) #172

Nice, many thanks seven_dc! I knew the models needed to cast shadows, I just didn’t know how to do it. Everything you see, other than terrain and sky, are models. In the past I have used caulk_shadow brushes, but I don’t see this texture for ET.


(MindLink) #173

If those are misc_models (as I assume) they actually should be casting shadows without you having to add cs 1 to their properties. Are you sure you’re doing the compiles correctly since those screenshots really look like you have no light at all. If you’re using the in stock radar sky there should be visible lighting effects after a compile.
Have a look at your compiler log in the light phase and at the ET console after loading the map if there are any error messages. Also, if you’re packing your map into a pk3 before viewing, don’t forget to add the directory containing the lightmaps. ( those are "/maps/<mapname>/lm
*.tga" )


(chavo_one) #174

To build on what mindlink said, also check your compiler log in the bsp phase for “map leaked”. If the map is leaked, the lighting phase won’t work.


(KillerKind) #175

No leaks.

I believe this is the problem…

Also, if you’re packing your map into a pk3 before viewing, don’t forget to add the directory containing the lightmaps. ( those are “/maps/<mapname>/lm_*.tga” )

I haven’t added the directory containing the lightmaps to the pk3! DOH! :banghead:


(SoH|KiLLeR) #176

Hey nice work Killerkind ! I’m waiting for public !!


(TFate) #177

I had no idea you were launching that map as a pk3 already. What I do is wait till the map is finished to make it into a pk3 (since you can launch your bsp fine from the maps folder)… that way you don’t have to keep updating the files in the pk3. Then again I do everything the quick cheap and easy way because I’m lazy. :slight_smile:

BTW everytime you -light compile your map a folder in the etmain/maps with your map’s name is created with the lightmaps, so you have to update that in the pk3 everytime you compile, too. When I test my maps I find myself compiling 2-3 times a day. :moo:


(KillerKind) #178

OK, thanks for the help guys. I have taken all this great info and rebuilt the map using easygen, rather than gensurf. The et shader templates for easygen are awesome; excellent alpha blending on the terrain.

Anyway, take a look at the updated pics posted above and let me know if they look better. I probably still need to change the light settings, but I don’t think you can say it’s not lit anymore. :moo:


(SCDS_reyalP) #179

lookin good, but the river banks are way too tiled. You need to mix in a few other mud/rock textures or something. A more even texture would also make it less obivous.

I would also be worried about frame rates with that much terrain and vegitation.


(KillerKind) #180

No problem. I won’t release anything that does not perform well. These are all low poly map models. Check the FPS in the shots below; using a GeForce Ti 4200.