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| Skybox and Lighting | |
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| Tweet Topic Started: Jul 24 2011, 08:04 PM (1,009 Views) | |
| Mythos | Jul 24 2011, 08:04 PM Post #1 |
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The son of Colonel Cubbage?!
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Okay, so, here's an interesting dilemma: I have a Half-Life 2 comic series planned (as you might have summised from that teaser I posted recently), and I'm thinking I should be able to use only Half-Life 2 maps for it. Problem: I need those maps in different time settings. As in, I might need a map from the canals, which are usually set during the middle of the day or the evening, during the night, for example. Now, I see two possible solutions: one, learn how to decompile maps, alter skybox and light environment parameters and do it myself; or two, get someone to help me. Now, the second option is, truth be told, the worst of them. First of all, because, from previous experience, I know mappers are usually an unreliable bunch that might take months to finish stuff, even if it's simple. Second, because, once upon a time (i.e. long ago), I got PoB ex-member ErikKiller to do exactly what I'd need now for one single map and, even though it was pretty fast, it ended up looking like crap. So, seeing as nobody loses anything for asking for help, here goes: anyone willing to teach me how to do the Hammer stuff I need or, providing you're reliable and fast, just decompile, edit and recompile the maps yourself? Now, for the second option, I have the skyboxes I need, plus the angle, pitch, brightness and ambience values, so you don't need to guess anything. You'd just have to, y'know, actually do that stuff. The best reward I would give you would be to get credit in the comics. What say you? |
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| The Gobo | Jul 25 2011, 02:50 AM Post #2 |
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Union Escapee
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FZE! FZE? Damnit where hell is our favorite BDU Hobo? ![]() |
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| Mythos | Jul 25 2011, 02:55 AM Post #3 |
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The son of Colonel Cubbage?!
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I just knew you'd come and reply even though you have no knowledge of the matter, Gobbles. You're becoming too predictable.You're like those chatty, gossipy old ladies that comment every little thing they see, whether it's related to them or not. And I mean that in the best possible way. Sure FZE might know a thing or two, but I'm not sure he'll be cooperative. Hell, I think even Chris could lend me a hand, if he bothered. |
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| The Gobo | Jul 25 2011, 09:23 AM Post #4 |
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Union Escapee
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Dude, I don't need that right now. ![]() Seriously, that hurt. |
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| Chris | Jul 25 2011, 12:49 PM Post #5 |
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Union Master General
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If I'm honest I don't know how to decompile maps but by you can change sky boxes by going into Map Properties and then go to Object Properties then select the Skybox Texture Name box and type in the name of the sky box you want using this listusing this list. To change the lighting click on light_env brush and type in the lighting options for the skybox you want to use to get its full effect. |
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| Mythos | Jul 25 2011, 02:18 PM Post #6 |
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The son of Colonel Cubbage?!
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Gobbles, like I said, I meant it in the good way. No need to feel hurt! Well, that sounds easy, Chris. I just need to learn how to decompile then, I guess. |
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| FZE | Jul 25 2011, 08:54 PM Post #7 |
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He Makes Things
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Decompiling shouldn't be too much of a problem, I think CannonFodder made a tool for it, and I've successfully decompiled de_inferno and extracted some bits before. The skybox and environmental lighting are just as Chris said. The trouble you might hit is that Valve have numerous scripts and visual effects in their maps which you'll need to clear out as well if you don't aim to use their NPCs and set pieces and whatnot. There will be dozens (or more) additional light entities and particle effects that they've used to fine-tune the in-game appearance, and might look out of place at night. Also, all their maps are chuffing colossal in size (both physically and as far as filesize) and complexity, and in the process of trimming their map down to a usable, compilable size, you might nick an entity or trigger that makes the map work properly. You'll need a heavy dose of cordon tools, because trying to view a Valve map from any of the Hammer 2D perspectives is a pointless clusterfuck. Edited by FZE, Jul 25 2011, 08:55 PM.
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| Mythos | Jul 26 2011, 01:26 PM Post #8 |
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The son of Colonel Cubbage?!
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Well, that's encouraging. I guess what I can take from that is: don't use Hammer, use Photoshop. Edited by Mythos, Jul 26 2011, 01:26 PM.
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| FZE | Jul 27 2011, 04:12 PM Post #9 |
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He Makes Things
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I dunno about that, modifying a map to suit your needs can have challenging bits, but once it's done it's such an incredible fucking relief to have that kind of shit be automatic and not something you have to edit in. |
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| Mythos | Jul 27 2011, 06:00 PM Post #10 |
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The son of Colonel Cubbage?!
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Well, I like editing, so it's not a big deal. The major issue, though, is that I want it to look as close to regular Half-Life 2 as possible; thus, the most I can use the engine instead of effects, the better. |
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You're becoming too predictable.

7:54 PM Jul 11