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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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I like the circular steps at the front. Reminds me of a bank.

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Fri Jun 27, 2008 8:59 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Skillers wrote:
Any chance of screenies?


Yep, coming right up!

Image

Image

Changes since a19:

  • Added an outside area, it's meant to be an outside car park with a road down to the inner car park
  • Added light switches so that you can turn off the lights on the curved parts of the ceiling, I'm planning on making this even more of a feature by reducing the amount of ambient lighting - turning off the lights will mean it will be very dark
  • Removed the fire escape

Coming up in a21:

  • A redesigned fire escape
  • A little drop-down area behind the building
  • Some texturing, just testing
  • Option to turn off all of the lights...
  • Change of spawn point and bomb site
  • Reduced ambient lighting and environment lighting, works better for the sky texture

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Fri Jun 27, 2008 10:05 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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I'm going to have to remove the light switches... the more lights controlled by switches, the more this happens...

Image

And that just isn't pretty.

Update: With the light switches removed, it looks like this:

Image

Update: With the lights uniquely named (instead of shared), I still get the same problem as before...

Image

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Last edited by azcn2503 on Sun Jun 29, 2008 2:28 pm, edited 1 time in total.

Sun Jun 29, 2008 1:49 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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What caused the top picture?

Could you have all the lights on one switch, like a fusebox?

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Sun Jun 29, 2008 2:23 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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No, unfortunately not.

I thought that the problem might be due to the naming of my lights.

In the first picture, all lights on one floor were named the same. They were:

curvelight_3floor (4 lights)
curvelight_2floor (5 lights)
curvelight_1floor (2 lights)
curvelight_gfloor (2 lights)

So I thought it might be trying to unite the light in to one and therefore cause those strange errors...

So I changed them to all unique names...

curvelight_3floor_1
curvelight_3floor_2
curvelight_3floor_3
curvelight_3floor_4
curvelight_2floor_1
curvelight_2floor_2
curvelight_2floor_3
curvelight_2floor_4
curvelight_2floor_5
curvelight_1floor_1
curvelight_1floor_2
curvelight_gfloor_1
curvelight_gfloor_2

Nup, still didn't work.

It seems like the compile just doesn't like the lights being able to be switched. Although the lights are on and set to my own defined level of brightness, they seem to render at both a lower level of light and also at a very low resolution... Never mind!

I'll just have to drop back to normal lighting, it looks good enough.

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Sun Jun 29, 2008 2:33 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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I guess it's just a quirk of the editor. Thinking about it, I never really did see any light switches in official games.

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Sun Jun 29, 2008 3:13 pm 
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I just followed the light switch article on fpsbanana.com and well, it works, but obviously it has problems. I'll have to inform the author.

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Sun Jun 29, 2008 4:03 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Yeah, I'm guessing that it just doesn't like lights. Thinking about it, it would probably work in Source 07, due to all the new dynamic lighting stuff, but original Source was just static lighting.

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Sun Jun 29, 2008 4:12 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Actually, there is an option to use dynamic lighting, and I really didn't think of that for whatever reason... probably because it's a little bit more intensive on the graphics than standard lighting.

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Sun Jun 29, 2008 5:57 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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I don't think the current version of CSS supports dynamic lighting. It was a fairly big thing in the Orange Box.

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Sun Jun 29, 2008 6:00 pm 
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If it's supported in Half Life 2: Episode 2 then it should work. If it does, then in theory all it means is that the official maps are just waiting on a recompile with the new features. Damn, a bug just bit me.

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Sun Jun 29, 2008 6:22 pm 
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HL2:ep2 is a different engine to CSS. To prove it, go in HL2 and pick a saw, turn your flashlight on, then do the same in ep2...

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Sun Jun 29, 2008 8:24 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Dynamic lighting is supported in CS:S, I've just checked it out in Hammer. light_dynamic is a point based entity available to all Source engine games.

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Sun Jun 29, 2008 9:18 pm 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Hmm, odd, I don't think CSS supports true dynamic lighting properly, though.

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Sun Jun 29, 2008 9:48 pm 
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Unfortunately, I can't check it out at the moment as I am unable to compile any maps following an update.

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Mon Jun 30, 2008 6:37 am 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Aaron, it could be the long names.

I remember having problems with entities in the original HL with names that were too long if I remember right.

It's a longshot, but you never know. Try abbreviating them to something like:

cl_3f etc

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Mon Jun 30, 2008 8:27 am 
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Na, tried it ;)

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Mon Jun 30, 2008 8:48 am 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Dang! :P

Any other ideas?

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Mon Jun 30, 2008 8:54 am 
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I'm currently working on a25.

Unfortunately, no release coming soon as I'm on holiday in 9 days, and I won't get much time between now and then to make a releaseable map.

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Thu Jul 03, 2008 7:37 am 
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Could you make sure the latest released version is on the server before you leave?

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Thu Jul 03, 2008 11:36 am 
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Yup no problem :)

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Thu Jul 03, 2008 1:55 pm 
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Its lookin pretty immense well done :D

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Fri Jul 11, 2008 10:10 am 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Thank you :)

Now, I thought this map was on my laptop... but it isn't. So I am desperately hoping it is on my girlfriends PC otherwise this map is pretty much dead.

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Thu Aug 28, 2008 6:58 am 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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Can you decompile it from the ones we have?

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Thu Aug 28, 2008 11:01 am 
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 Post Post subject: Re: de_tchs_office (is looking good now)
 
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The one I uploaded to the server is many revisions out of date, but if the worst comes to the worst then I will have to give that a go.

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Thu Aug 28, 2008 11:13 am 
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