Turn the lightmap scale on those brush faces down and set the sunspread angle to 5 in the light environment and it should look better.
Also, you might want to go off of this as a baseline for light_environment settings: http://developer.valvesoftware.com/wiki/Sky_List
Search found 121 matches
- Wed Dec 16, 2009 7:11 am
- Forum: General Valve
- Topic: Environmental lighting?
- Replies: 10
- Views: 14431
- Wed Dec 16, 2009 1:34 am
- Forum: Screenshots
- Topic: Random OC screenshots
- Replies: 1636
- Views: 777303
- Tue Dec 15, 2009 10:27 pm
- Forum: Screenshots
- Topic: Random OC screenshots
- Replies: 1636
- Views: 777303
- Tue Dec 15, 2009 2:04 pm
- Forum: Screenshots
- Topic: Random OC screenshots
- Replies: 1636
- Views: 777303
- Fri Dec 04, 2009 7:29 pm
- Forum: General Discussion
- Topic: A few things to point out...
- Replies: 17
- Views: 9787
I doubt it would be realistic at all to get the old domain back now that cybersquatters have them. Last I heard getting something as simple as an obscure firstname-lastname.com site back from those generic advertisement generator site holders they demand several hundred dollars. Considering how the ...
- Tue Nov 24, 2009 12:06 am
- Forum: The Outside World
- Topic: Each mapmaker in OC should see this.
- Replies: 12
- Views: 8461
Re: Each mapmaker in OC should see this.
I made all three of these. It's fine so long as I appear in the credits somewhere.MegaSean45 wrote:oc_courier, oc_fireteam, and oc_breakout.
- Sun Nov 22, 2009 11:36 pm
- Forum: General Discussion
- Topic: Oc_harvest Curiosities.
- Replies: 5
- Views: 5973
- Thu Nov 12, 2009 11:07 pm
- Forum: Screenshots
- Topic: Random OC screenshots
- Replies: 1636
- Views: 777303
- Tue Oct 20, 2009 8:48 pm
- Forum: WIP Mapping
- Topic: General WIP thread
- Replies: 355
- Views: 198295
Some pics of the 1.35 version of harvest:
http://raegquit.com/Tysn/Map_Screenshot ... b20010.jpg
http://raegquit.com/Tysn/Map_Screenshot ... b20014.jpg
http://raegquit.com/Tysn/Map_Screenshot ... b10001.jpg
http://raegquit.com/Tysn/Map_Screenshot ... b20010.jpg
http://raegquit.com/Tysn/Map_Screenshot ... b20014.jpg
http://raegquit.com/Tysn/Map_Screenshot ... b10001.jpg
- Mon Oct 19, 2009 9:53 am
- Forum: Mapping Help
- Topic: Source Engine Entity Limits
- Replies: 5
- Views: 7774
For a quicker option of optimizing the trees, one method you could use instead is to open up the trees in the model viewer and take a screenshot to make into a 2D treecard texture. Just line the model up with the camera and pick a contrasting background color (like pink or purple) for easy removal i...
- Sat Oct 17, 2009 9:27 am
- Forum: Mapping Help
- Topic: Source Engine Entity Limits
- Replies: 5
- Views: 7774
Re: Source Engine Entity Limits
http://img206.imageshack.us/img206/4814/engineerror1mn6.jpg Hate this, along with the reliable snapshot overflow error. Right now I'm in the process of updating oc_harvest and it sucks having to go around the map and having to choose which ents to sacrifice to make room for new stuff. On a side not...
- Thu Oct 01, 2009 4:23 am
- Forum: WIP Mapping
- Topic: 2D's Little Coop Campain (WiP)
- Replies: 135
- Views: 96997
- Mon Sep 21, 2009 4:41 am
- Forum: Mapping Help
- Topic: Advanced NPC Target Priority
- Replies: 3
- Views: 4447
Not completely sure how well this would work, but you could try placing same squad npc_enemyfinders in all those areas, and then enable/disable them through I/O depending on if there are enemies there or not. Though if you want it to be more AI driven you could use ai_relationships to change the hos...
- Fri Sep 18, 2009 8:52 am
- Forum: General Discussion
- Topic: Any good puzzle maps?
- Replies: 13
- Views: 8516
- Fri Sep 18, 2009 1:47 am
- Forum: Screenshots
- Topic: Videos
- Replies: 72
- Views: 95183