Happy Deltarune Chapters 3 & 4 Day!

Map🍒 cereza makes a TF2 map after not using hammer for 6+ years

The Progress Report
(edited)#1
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Very good looking! I wish you luck!
Cereza  posted:
◆ if i'm able to find out how to have music in the map that's affected by the music volume slider, put this song
To do this, just put a # behind the sound path listing in your soundscape/soundscript/ambient_generic/ect! Gonna repost my suggestion of an obstacle course here. My favourite part of any trade map that has one (also cause I love deathrun).
(edited)#3
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hell yeah love the energy
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(edited)#7
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Cereza  posted:
anyways turns out if i want good looking rooftops i cannot use propper otherwise the lighting will look like shit, even with info_light entities. so this pretty much destroyed a lot of potential use cases for propper
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Are you compiling with all the correct final compile settings? -Final, -StaticPropLighting and -StaticPropPolys. Props will be lit only from a single point applied to the whole model if you don't (ugly).
(edited)#9
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Cereza  posted:
i joined tf2maps forums a while ago to get an answer on this, and
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i also didn't take time to ensure the roof textures were properly aligned so i'll stick to func_details for now. if i get close to source engine limits i'll consider using propper for these
That is in reference to another lighting feature that was ported to tf2 with rd_asteroid iirc, which yes, will give you better lighting on models via lightmaps (overlaying a lighting texture). But you can still make props look better outside of that by using the mentioned compile parameters (compilepal has a preset for this "Final - Both"), which will consider the lighting of each vertex of the model (or something like that), instead of taking the lighting at prop origin and applying that over the whole entire prop.
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The Progress Report