oc_cringe
oc_cringe
I couldn't find the vmf of oc_coldcells So I started working on a new map.
This is the first part of the first level:
http://www.wegame.com/watch/cringe-wip/
Screenshots and more, soon.
This is the first part of the first level:
http://www.wegame.com/watch/cringe-wip/
Screenshots and more, soon.
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I dont know why so many people make dark ceilings or how. Vasili seemed to have the ability to do it all the time. Where as my trouble is my lighting is always either too bright or lighting up to much, I have a hard time creating dark areas
Hey ho, well looks good so far... g'luck!
Hey ho, well looks good so far... g'luck!
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
No. Ambient light is your friend. But you have a leak in your map which is why it isn't being calculated.Xoom3r wrote:Light_spot is my friend for these dark ceilings!
Thanks!
Find where the leak is and seal it and then the black will be filled with bounced light calculations.
Edit:
Here is an example:
The light shown consists of 1 light_spot pointing down. The light above it is calculated after direct light during compiles. If it doesn't calculate, you end up with a black ceiling. This is due to the map having a leak, most commonly a gap in brushwork that connects the inside of a map with the infinite outside.
Last edited by shiftey on Tue Jun 08, 2010 10:08 pm, edited 1 time in total.
I'm a fan of using a 3light combo, light_spot, point_spotlight and ambient.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
I'm not sure you understand. Any light that bakes itself into a map casts ambient light during a separate calculation. Meaning it calculates light that bounces around the room like IRL.
Ask anybody here who knows mapping and they'll back me up on this. Something is preventing your map from running ambient light calculations. Just trying to help you out.
Ask anybody here who knows mapping and they'll back me up on this. Something is preventing your map from running ambient light calculations. Just trying to help you out.