| rp_forestvillage | |
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+15Kali Reager themodtester PuPeT-KaI ViralHatred Mikoel TRUlyjuST Rutabega thorogoodd Kain Gambit Krug Munroe Christoph Dragon 19 posters |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 12:48 pm | |
| I may adjust the light first and see if it's still there actually. Turns out the light_environment shines the opposite way the sun does, so it's like a magic sun. Anyway, I have an idea for swapping to night mode without needing to change maps and download a second map, but it'd have to be coded in.
Get the light_environment and change the color to one I can specify of course. Move the sun's origin and change the sprite to a moon one, which if one doesn't exist I can make. I'd add two models to the skybox which are both just planes, one being clouds and the other being a background, to replace the current (the mountains would stay). The script would then use this background atmosphere model to tint for night time, and shadows can probably be darkened a little more with the shadow_control entity. This would have to be done by the script though, and whenever !setnight or something is called. | |
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ViralHatred Radiation Moderator
Posts : 376 Join date : 2010-08-10 Age : 33 Location : Cambridgeshire, United Kingdom
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 1:34 pm | |
| Alternatively just make a night one. Since trying to combine the two is not an effective use of resources. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 1:40 pm | |
| Actually it wouldn't hurt resources much at all to do it this way. The only thing the script would do is modify some variables of three entities and tint a model. | |
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Reager
Posts : 166 Join date : 2011-10-06 Age : 29
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 1:49 pm | |
| It's just a scripted conditional right? If you say this, make these things appear? If so, it shouldn't be too hurtful, very effective actually. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 2:21 pm | |
| It'd be one thing to make a dynamic skybox like minecraft, but that'd be very heavy on things, and most of it impossible with mere lua. I just meant a quick swap from day to night. | |
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Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
Character sheet Name: Kain Redwell Age: ??? Race: Human (?)
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 3:14 pm | |
| Would be willing to help code it in if you tell me what you want done. | |
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Kali
Posts : 376 Join date : 2010-07-03 Age : 30 Location : Warwickshire, UK
Character sheet Name: Age: Race:
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 3:29 pm | |
| it'd be a good idea to learn what source is capable of before trying to do things like that.
just make a static light and stop trying to break the source engine
as a suggestion, it might be an idea to actually finish the map itself before trying to ram in fancy things that probably aren't going to work. you know, so you don't spend trying to get something impossible to work and forget all about the rest of the map.
Last edited by Kali on Sun Feb 05, 2012 3:33 pm; edited 2 times in total | |
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ViralHatred Radiation Moderator
Posts : 376 Join date : 2010-08-10 Age : 33 Location : Cambridgeshire, United Kingdom
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 3:31 pm | |
| Yeah giggles, you can't modify a light_environment on the fly, since static lighting is baked onto a map during compile. - Quote :
- Static lighting is compiled into Lightmaps, which illuminate brushes and models, and Cubemaps, which provide static reflections. It is free to render, as additional static lights only alter that which is already being processed.
https://developer.valvesoftware.com/wiki/Lighting - Kali wrote:
- as a suggestion, it might be an idea to actually finish the map itself
Kali is professional in this field, listen to him. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Sun Feb 05, 2012 6:54 pm | |
| The smoke on the far left is the one both chimneys use currently. I may use the second to the left, or the one on the far right though instead. The new cubemaps work well on the water. Not sure whether I like it or not yet. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Mon Feb 06, 2012 7:36 pm | |
| Okay I've got two choices. I can upload an early beta version of the map, or I can't. Basically if you guys are willing to download the new map, you won't get many aesthetic changes, YET, but you will get a fair amount of increased performance from optimization, plus a night version. So let me know what you think. Want an early beta version + nigh version in exchange for having to download it, or want to just wait? | |
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Kain
Posts : 1427 Join date : 2009-03-24 Location : Somewhere Pat doesn't want me to be
Character sheet Name: Kain Redwell Age: ??? Race: Human (?)
| Subject: Re: rp_forestvillage Mon Feb 06, 2012 8:59 pm | |
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Zaku
Posts : 315 Join date : 2012-01-09 Age : 29 Location : USA
Character sheet Name: Age: Race:
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 11:30 am | |
| I say wait, and add some more changes.
Turn the random tower on the corner of town into a sizable keep, give it another floor and a bell tower at the top. Make rooms off all the static buildings that you can't go in. In the courtyard, delete all the props. I hate those stupid things, they just get in the way. In the courtyard, add a door to the wall, with stairs going up. So that the city is easier to traverse.
Can't think of anything else off the top of my head. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
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Achosi
Posts : 97 Join date : 2011-10-24 Age : 32 Location : USA
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 3:22 pm | |
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Gambit
Posts : 2891 Join date : 2009-04-20 Age : 29
Character sheet Name: Age: Race:
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 4:04 pm | |
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Markka Moderator
Posts : 916 Join date : 2010-04-29 Age : 31
Character sheet Name: Mirage Silverspine Age: 17 Race: Human
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 5:48 pm | |
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Kali
Posts : 376 Join date : 2010-07-03 Age : 30 Location : Warwickshire, UK
Character sheet Name: Age: Race:
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 6:36 pm | |
| get rid of the smoke or fix it since it looks like ass
you should seriously be worried about what you're burning if your smoke glows in the dark | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 7:22 pm | |
| That's because source used unlit items everywhere, so light doesn't effect it at all. I can't look to see what the original night version did either, sadly. | |
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Kali
Posts : 376 Join date : 2010-07-03 Age : 30 Location : Warwickshire, UK
Character sheet Name: Age: Race:
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 7:49 pm | |
| just get rid of it, it looks pretty bad in the daytime version too. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Tue Feb 07, 2012 8:18 pm | |
| I'm still working on making it look better, for now it's the same thing with a new particle though. I'll worry about it later, this map is mostly optimization. | |
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ViralHatred Radiation Moderator
Posts : 376 Join date : 2010-08-10 Age : 33 Location : Cambridgeshire, United Kingdom
| Subject: Re: rp_forestvillage Thu Feb 09, 2012 7:28 am | |
| Let me know when you've upped it so I can put it on server. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Thu Feb 09, 2012 11:28 am | |
| It's basically done, I just never bothered to pakrat it yet because auto wasn't working, and it looks like Oskutin crammed in every model he could even if it wasn't used, so I'd rather not just copy the data from the original. I'll figure something out today though most likely. | |
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ViralHatred Radiation Moderator
Posts : 376 Join date : 2010-08-10 Age : 33 Location : Cambridgeshire, United Kingdom
| Subject: Re: rp_forestvillage Thu Feb 09, 2012 1:09 pm | |
| Don't pack any hl2/css content. ep1/ep2/custom do pack. | |
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Dragon
Posts : 125 Join date : 2009-03-22
Character sheet Name: Evangeline Melwasúl Age: 22 Race: Half-Elf
| Subject: Re: rp_forestvillage Thu Feb 09, 2012 7:38 pm | |
| Had some troubles getting it packed. Pakrat didn't work, so I tried PackBSP. Didn't work either. VIDE did work, but packed too much content and left me with 100mb sized maps. Anyway, after fiddling with it, the maps work and are 50mb or so each (the old was 45, so a couple additional textures and cubemaps raise it slightly). The bzip2 versions are 20mb or so. Anyway, I'll post a link on the main page. | |
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Gambit
Posts : 2891 Join date : 2009-04-20 Age : 29
Character sheet Name: Age: Race:
| Subject: Re: rp_forestvillage Thu Feb 09, 2012 8:51 pm | |
| Sweet thanks for your work | |
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