Garry's Mod

Garry's Mod

ht01accident GMOD port
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Whatamadoo  [开发者] 2022 年 10 月 30 日 下午 3:42
Issues or errors with the map
Please tell me any errors or issues that you find.
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💜Nepgear💜 2022 年 11 月 1 日 上午 6:34 
The map looks too bright as in some materials glow alot i dunno if it is an issue from my part of if it is the map other than that i haven't experienced any issues
Whatamadoo  [开发者] 2022 年 11 月 2 日 下午 6:07 
引用自 💜Nepgear💜
The map looks too bright as in some materials glow alot i dunno if it is an issue from my part of if it is the map other than that i haven't experienced any issues
It's not just you, HDR is what gives everything that glow. I'm not that experienced with lighting so the only solution I know is to lower the brightness of all the lights. I'll try to figure how to fix it.
Whatamadoo  [开发者] 2024 年 5 月 10 日 下午 10:55 
This happened a lot longer ago than I remember it (heavy procrastination on my part), but I believe the lights are now at least at a more acceptable level.
Geisteskrankenchan 2024 年 5 月 11 日 上午 12:50 
Huh, I thought conversely the map was too dark, especially the intro section up to and including the elevator. It almost sets a post-disaster mood. It's fine if you keep it that way though, might be enitrely on me since I play with LDR and 2.6 gamma
Whatamadoo  [开发者] 2024 年 5 月 24 日 下午 5:50 
引用自 Geisteskrankenchan
Huh, I thought conversely the map was too dark, especially the intro section up to and including the elevator. It almost sets a post-disaster mood. It's fine if you keep it that way though, might be enitrely on me since I play with LDR and 2.6 gamma

Yeah it is quite dark lol. When doing the lighting I may have forgotten to actually check side by side with the original. I was definitely driven to make it darker because of my anger about the over exposure of the original upload.
Why must lighting be so different between Source and Goldsource?
Geisteskrankenchan 2024 年 5 月 25 日 上午 8:41 
In my experience, the key to emulating GoldSrc lighting is setting its attenuation to linear as opposed to quadratic, or alternatively playing with 50/0 percent falloff distances and hard falloff
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