Garry's Mod

Garry's Mod

Mars Crater V1
< >
正在显示第 1 - 15 条,共 86 条留言
chesiren 2020 年 4 月 10 日 上午 8:23 
nice :)
yolobaker_coffeemaker 2020 年 4 月 10 日 下午 6:09 
Looks great so far
yolobaker_coffeemaker 2020 年 4 月 12 日 下午 1:53 
Looks shiny
BoogerPoo2002 2020 年 4 月 20 日 上午 11:10 
When will Version 2 most likely be released?
Doomologist  [开发者] 2020 年 4 月 20 日 下午 1:24 
Hopefully before "Gmod 2". My attention is divided between a service industry job to pay rent and freelance work for building a portfolio of work, but this is my favorite project to work on.
最后由 Doomologist 编辑于; 2020 年 4 月 20 日 下午 1:25
yolobaker_coffeemaker 2020 年 4 月 23 日 下午 3:38 
Love lighting
chesiren 2020 年 4 月 23 日 下午 3:47 
awesome
Doomologist  [开发者] 2020 年 4 月 23 日 下午 5:35 
Thanks! It’s quite a challenge lighting in this version of source compared to newer game engines. The engine is much more accurate at cubemap reflections when lights are emitting from single points.
Doomologist  [开发者] 2020 年 4 月 24 日 上午 11:17 
I was at work when I posted that, but to reiterate my last post, essentially all interior lights are emitted from single points. In order to get the soft/diffused lighting multiple low intensity lights are placed in a row with very specific intensity, distance from surface, and falloff settings to fake that effect. The drawback is trying to get cubemap reflections realistic. Here are the reflections maxed out. It's very obvious the lights are coming from multiple points.

All of this doesn't matter to 99.99% people but to a visual artist and perfectionist, this hurts.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2072648383
Doomologist  [开发者] 2020 年 4 月 24 日 上午 11:46 
I found a solution! So apparently light_spot entities are superior for more reasons than one. In this case, no large glares on reflective surfaces so they're perfect for long strips of soft lighting in shiny rooms.
76561198129089924 2020 年 4 月 24 日 下午 8:36 
OMG nice!
< >
正在显示第 1 - 15 条,共 86 条留言
每页显示数: 1530 50