ff_wellfortress screens, and bug keeping me from release.
I finally released this map,
Started this map as a remake of one of my TFC maps just before the HL2 release, but I ended up remaking it as a spiritual version instead with a complete different layout. Basicly this is my first source maps, so over the 3 years it has seen quite some modifications and the brushwork in hammer is rather messy, the map takes 9 hours for a final compile wich is alot compared to all my other maps :) I noticed on the screenshots that I should have matched the envoirement light better to the 3dsky, a bigger 3dsky and detailsprites would not have hurt either. The map was too far done and took too much work to leave it sitting on my hd, some might remember screenshots from the WIP forum section. The red logo and the signs (animated) are done by Spine from http://www.texturehub.net Website: http://www.bluestrike.be/maps/m_wellfortress.html http://www.bluestrike.be/maps/welfortress1s.jpg http://www.bluestrike.be/maps/welfortress2s.jpg http://www.bluestrike.be/maps/welfortress3s.jpg http://www.bluestrike.be/maps/welfortress4s.jpg http://www.bluestrike.be/maps/welfortress5s.jpg http://www.bluestrike.be/ff/wellfortress6s.jpg http://www.bluestrike.be/ff/wellfortress7s.jpg http://www.bluestrike.be/ff/wellfortress8s.jpg http://www.bluestrike.be/ff/wellfortress9s.jpg http://www.bluestrike.be/ff/wellfortress10s.jpg |
Looking good!
About the black spot, it looks like your terrain is going down through a solid brush, and it isn't getting light through it. |
Halved the image size so the forum layout is less screwed :)
Ok I might have a idea now about those black shadows, the original brush is very low, and those 2 displacement walls might have a different effect on it then the old func_detail walls, that would explain why it suddenly happens, thx. |
snapz0r that maps looking sweet! hope you get that issue fixed soon this map i want to play :D
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This looks like its going to be awesome. Really like the theme! And the custom logos are cool.
That black shadow will most likely be caused by your 3d skybox, the easy way to know is compile without your 3d skybox (just hide it in a vis-group and hit compile). I had this once when objects in my 3d skybox corresponded to places actually inside my map, and created a large shadow there; or parts of my 3d skybox were actually blocking environment light,which you can fix by changing the pitch/direction of your light_environment. If its not the 3d-skybox, it will be a displacement glitch as mentioned above. |
Hmm raised the original displacement brush alot and mofidied the displacements to match again, but that did't work, its like there is a nodraw brush in the terrain, because everything under a sertain level is back, except there isn't such a brush or it must be invisible, but I'm not clipped either.
It should not be the 3dskybox for the reason I mentioned it above, there is nothing in it and it was my first guess, but I'm going to delete it ayway just to make sure, its like there is something invisible in the map/hammer causing it, no errors in compile btw. Also going to delete the water. |
Do you have nodraw brushes below the displacement? Nodraw doesn't reflect lights at all, so you should have some other texture there instead (toolsblack or something).
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I have nodraws under or behind all of my terrain, but it seems to be fine for me. If there is something wrong with that I need to fix it, but all my lights and things seem to work fine like that. |
You should try compiling with no skybox to rule it out. If not I dont mind having a look at your displacements for you.
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did that, skybox seems the problem, I think the 3dsky bottom brush is not low enough, but in that case I should have had the same effects in the flagrooms too, maybe the water makes it harder to notice there, some more compiling to do :)
*edit* fixed, doing a final compile during the night (9 hours, this was the first map I started when they released the sourcesdk 3 years ago and its brushwork is rather meassy compared to my recent maps what -final compile in less then 2 hours) |
I'm Glad This map is back
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oh wow, this map looks simply amazing! I love the location indicators!
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They are animated textures :-)
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:O!!!
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Spent more time fixing and changing things for FF than i probably would have took making a fresh map lol, but i learned alot fixing it up :O |
whahaa 3d skybox fucked your lighting up, love to see that i'm not the only one :D
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[release] ff_wellfortress
moved original text to top, I would have prefered the other thread deleted instead of merged :P
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wasn't the first time this happened either, but normally you would expect it to come from above somewhere, this shadow came from the bottom :)
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skybox gets rendered afther the normal world, but for rendering it gets resized to the normal size and placed with the skycamera at the origin, so you don't see things (like displacements) sticking trough a floor, but that doesn't mean it doenst do that :D
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You never do anything small? :).
Looks great and I hope it gets played a lot. Going to try your Awakening, looks sweet. |
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