Difference between revisions of "Talk:Detailing metal walls"

From Valve Developer Community
Jump to: navigation, search
(Reflection)
 
(8 intermediate revisions by 3 users not shown)
Line 6: Line 6:
  
 
::How have you done your lighting? [[User:MLSTRM|MLSTRM]] 13:01, 9 July 2010 (UTC)
 
::How have you done your lighting? [[User:MLSTRM|MLSTRM]] 13:01, 9 July 2010 (UTC)
 +
 +
::: lighting How? like i've also noticed they dont hava much light entites in most of their maps. but im not sure if its that. --[[User:Dillodude94|No Return Production]] 17:30, 9 July 2010 (UTC)
 +
 +
:: Are you running buildcubemaps in the console, for both HDR and LDR? (Then do mat_reloadallmaterials) --[[User:Sbrown|Sbrown]] 19:02, 9 July 2010 (UTC)
 +
 +
:: YES!! i figured that out! I built the cubmaps, then i mat_reloadallmaterials. Thank you!! --[[User:Dillodude94|No Return Production]] 20:18, 9 July 2010 (UTC)
 +
 +
::: LOL that last picture is from PESP, great stoy but how did you get the "employee" voice to work? i have all my .wav's set up but how can you use them with ambient_generic's? --[[User:Dillodude94|No Return Production]] 00:47, 12 July 2010 (UTC)
 +
 +
::::Also, if you increase the cubemap size in the cubemap properties, it will increase the detail in the reflection. I've noticed that some chambers in Portal use up to 64x64. --[[User:Mattshu|Mattshu]] 22:15, 5 February 2011 (UTC)
 +
 +
:::::It will also drastically increase the map filesize if you're not careful --[[user:Nacimota|<span style="color: #007fbf; font-weight: bold">Nacimota</span>]] <sup>[[User talk:Nacimota|Talk]] | [[Special:Contributions/Nacimota|Contributions]]</sup> 11:02, 26 April 2011 (UTC)

Latest revision as of 11:02, 26 April 2011

This should be updated with an additional section for detailing larger metal walls, the smaller textures aren't very appropriate there. Subject15837 21:44, 26 October 2009 (UTC)

Reflection

Ok, i lately have had an eye for Detail. and i've noticed that in the actual Portal game when you look to the walls it is Reflected and it kinda seems like the texture is popping out, i understand you need env_cubemap but in my map pack no matter how many env_cubemap I put I never get the sae amout of detail as the real game Portal. i've tried to decompile some of thee maps but i never find anything of interest. --No Return Production 04:20, 9 July 2010 (UTC)Portal detail.jpg

How have you done your lighting? MLSTRM 13:01, 9 July 2010 (UTC)
lighting How? like i've also noticed they dont hava much light entites in most of their maps. but im not sure if its that. --No Return Production 17:30, 9 July 2010 (UTC)
Are you running buildcubemaps in the console, for both HDR and LDR? (Then do mat_reloadallmaterials) --Sbrown 19:02, 9 July 2010 (UTC)
YES!! i figured that out! I built the cubmaps, then i mat_reloadallmaterials. Thank you!! --No Return Production 20:18, 9 July 2010 (UTC)
LOL that last picture is from PESP, great stoy but how did you get the "employee" voice to work? i have all my .wav's set up but how can you use them with ambient_generic's? --No Return Production 00:47, 12 July 2010 (UTC)
Also, if you increase the cubemap size in the cubemap properties, it will increase the detail in the reflection. I've noticed that some chambers in Portal use up to 64x64. --Mattshu 22:15, 5 February 2011 (UTC)
It will also drastically increase the map filesize if you're not careful --Nacimota Talk | Contributions 11:02, 26 April 2011 (UTC)