Langerd Posted February 19, 2015 Posted February 19, 2015 I made MD3 model of decorated wall for my bespin map. It is not a master piece but it is nice I think. The only problem is that in the game is not ... because of lightning.http://wrzucaj.net/T5Ehttp://wrzucaj.net/T5Ohttp://wrzucaj.net/T5Thttp://wrzucaj.net/T5dHow to make it ... look better ? Is there anyway?
Futuza Posted February 19, 2015 Posted February 19, 2015 Ye should edit your post with proper img and spoiler tags so that people don't have to open images up to a separate site and can just view it while browsing. Why? Mappers are lazy and are less likely to help you if they have to do extra work. eg: "[/img]" or "" etc Langerd likes this
Langerd Posted February 19, 2015 Author Posted February 19, 2015 Thank You and sry for mess . I dont know how to do it ... somebody should make tutorial or something XD
Tempust85 Posted February 19, 2015 Posted February 19, 2015 Only way is to detach faces you don't want to be smoothed together (smoothed together as in what it looks like now) as their own mesh object (within the same MD3). Your edges then will be sharp, though this will increase the vertex count. Langerd likes this
mrwonko Posted February 19, 2015 Posted February 19, 2015 Or use spawnflags 4 on the misc_model to get a lightmap. Langerd likes this
Langerd Posted February 20, 2015 Author Posted February 20, 2015 Or use spawnflags 4 on the misc_model to get a lightmap.Yeah i just try that out and the resault is diffrent. I will play with lightning to make it actually better Many thanks for answers
Tempust85 Posted February 20, 2015 Posted February 20, 2015 Really need to have a list of these spawnflags that do not show as options in radiant. Or, just update the entity def. Langerd and Archangel35757 like this
AngelModder Posted February 22, 2015 Posted February 22, 2015 Don't foget you can always use _lightmapscale to sharpen the lighting as well on particular models or func_groups. Most of my mapping is done in func_groups so I can control each area/thing's lightmap, so blurrier (_Lightmapscale 4) where theirs a lot of ambient and no real defined shadows, and (_Lightmapscale 0.125) for things I want to have a very defined shadow.I actually really encourage folks to use the Func-Group technique in there maps, it can save you invaluable .bsp size and compile time and come out with a much better overall map image. Be warned though as some may know, the sharper the lightmapscale the more fps it seems to draw and can some times bug if you go below 0.250. You can also in turn tell different groups to cast or not to cast a shadow, such as a light source its self some times should not be casting a shadow. Use _cs 0-1 and _rs 0-1 to controll this. _cs means Cast shadows 1 is on and 0 is off, _rs is receive shadows 0 is off and 1 is on.An example for a light source say a chandelier would be _cs 0 (meaning since it's the light it shouldn't be casting a shadow depending on how it is suppose to work realistically) and then _rs 1 meaning that things can cast shadows on the light source its self if they are able to.These commands can also be placed of course on any model.A side note about func groups, they can be set to structural or detail, so they can be used like normal the engine does not see them as an entity so make sure you detail and structural correctly as you normally would when using func_groups.~AngelModder™
z3filus Posted February 22, 2015 Posted February 22, 2015 You've done a great bespin wall piece, it needs a bit of texture fixing and maybe smoother shapes.. but I'd love to add this model to my inventory
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