Garry's Mod

Garry's Mod

Mars Crater V1
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Viser 1-15 af 86 kommentarer
chesiren 10. apr. 2020 kl. 8:23 
nice :)
yolobaker_coffeemaker 10. apr. 2020 kl. 18:09 
Looks great so far
yolobaker_coffeemaker 12. apr. 2020 kl. 13:53 
Looks shiny
BoogerPoo2002 20. apr. 2020 kl. 11:10 
When will Version 2 most likely be released?
Doomologist  [udvikler] 20. apr. 2020 kl. 13:24 
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.
Sidst redigeret af Doomologist; 20. apr. 2020 kl. 13:25
yolobaker_coffeemaker 23. apr. 2020 kl. 15:38 
Love lighting
chesiren 23. apr. 2020 kl. 15:47 
awesome
Doomologist  [udvikler] 23. apr. 2020 kl. 17:35 
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  [udvikler] 24. apr. 2020 kl. 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  [udvikler] 24. apr. 2020 kl. 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 24. apr. 2020 kl. 20:36 
OMG nice!
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