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#1 | |||
![]() Join Date: Feb 2011
Reputation: 6
Posts: 200
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Well... because my map doesnt want to work with some shadows problems.. I've started tweking the light_enviroment entity's options .. And I found some cool stuff
I've downloaded some time ago a pack with all the official maps decompiled.I always hated the unsatured colours on the cs:go's maps .. I took my favourite but most unsatured game and I discovered something. The problem of the maps are not based on the color_correction or post_proccesing effects... all is because the "bad" light_enviroment configuration, here some images about what i'm talking about.... With sv_cheats 0 http://img411.imageshack.us/img411/4...dust20014g.jpg http://img262.imageshack.us/img262/585/dedust20013f.jpg With sv_cheats 1 , mat_colcorrection_forceentitiesclientside 1 , fog_enable 0 , fog_override 1 http://img27.imageshack.us/img27/3563/dedust20016f.jpg http://img513.imageshack.us/img513/9...dust20015s.jpg This is the Light_enviroment from CS:GO's de_dust2 http://img94.imageshack.us/img94/2626/22450948.png -------------------------------------------------------------- And now... I've cutted the T spawn from that map and used the CSS light_enviroment's Configuration ... Just that.. I didnt add anything else or removed fog .. nothing just changed 3 lines , and the result are these With sv_cheats 0 http://img831.imageshack.us/img831/8...ust2d20000.jpg http://img4.imageshack.us/img4/1626/dedust2d20001.jpg With sv_cheats 1 , mat_colcorrection_forceentitiesclientside 0 , fog_enable 1 , fog_override 0 http://img252.imageshack.us/img252/8...ust2d20002.jpg http://img62.imageshack.us/img62/7023/dedust2d20003.jpg With sv_cheats 1 , mat_colcorrection_forceentitiesclientside 1 , fog_enable 0 , fog_override 1 http://img442.imageshack.us/img442/2...ust2d20004.jpg http://img515.imageshack.us/img515/4...ust2d20005.jpg Here is the configuration i used for the light_enviroment http://img109.imageshack.us/img109/6577/66823826.png ------------------------------------------------ So .. as you can see.. even with color_correction ON the map still looking warmen and colourful Now I am wondering ,Why did valve use those ugly configuration on his maps? Is not realistic and the maps looks cold :/ What do you think and wich is better? ------------------------------------------------------------- Trying some new configuration i found this one the best .. is not too bright but is not to dark http://img521.imageshack.us/img521/5...ust2d20008.jpg http://img705.imageshack.us/img705/9...ust2d20009.jpg http://img232.imageshack.us/img232/2...ust2d20010.jpg http://img826.imageshack.us/img826/5...ust2d20011.jpg Quote:
Download de_dust2 Test Map here Updated ... de_inferno tweaked With sv_cheats 1 , mat_colcorrection_forceentitiesclientside 1 , fog_enable 1 , fog_overrido 0 http://img194.imageshack.us/img194/2...ernod20000.jpg http://img209.imageshack.us/img209/4...ernod20001.jpg http://img526.imageshack.us/img526/4...ernod20002.jpg http://img39.imageshack.us/img39/128...ernod20003.jpg I've tried to make it look more like 1.6 and also make easier to see enemies .. One thing i've discovered... the VIGNETTES are as EASY to delete to the devs as CHANGE THIS 3 COMMANDS (start , end , blur ) in the map editor. http://img42.imageshack.us/img42/8529/50522861.png Just selecting 0 in these 3 parameters the vignettes are gone... I dont know why they like them as much to keep them even we everybody hate them ¬¬ Download de_inferno Test Map here Quote:
Quote:
PS:I didnt make the map complete because when i tried to compile it , it shows me an error "Memory overflow" :P .. PS2: How can i put direct image on these forums? thanks PS3: My english is pretty bad , i know.. is not my native language Last edited by GrOXoS: 06-09-2012 at 12:17 PM. |
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#2 |
![]() Join Date: Mar 2003
Reputation: 13
Posts: 957
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I actually like the "colder" grey, rather than the brown/yellow. Although, what I want is all the primary colors the pop! and the fog to be removed or decreased further so we can see the colors.
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#3 |
![]() Join Date: Oct 2011
Reputation: 4
Posts: 25
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nice job, i like the map with ur command and it see very nice
maybe valve want to put it into the game
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#4 |
![]() Join Date: Oct 2008
Reputation: 81
Posts: 1,243
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The post processing in fog isn't a problem in every map except aztec. That map is blurry, foggy and loud.
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#5 |
![]() Join Date: Apr 2011
Reputation: 107
Posts: 653
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It looks more colorful, but also more brighter/unrealistic.
I sure do think they should do some tweaking to it though, thanks for pointing this out. |
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#6 |
![]() Join Date: Feb 2011
Reputation: 6
Posts: 200
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Yes.. i know maps like aztec have a lot of stuff... but these two in particular (dust and dust2) are unsatured because the ambient light..
I've update the first post with some images with what i think are the correct parameters for the light_enviroment .. Check them |
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#7 |
![]() Join Date: Apr 2012
Reputation: 642
Posts: 3,025
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It's got potential but I don't like the game getting even more darker. It's hard enough to see players for me.
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#8 | |
![]() Join Date: Feb 2011
Reputation: 6
Posts: 200
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Look .. actually the cs:go dust2 has 500 and 185 of brightnes.. while im using 700 and 250. That make the map brighter but not unrealistic and also more colorful |
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#9 |
![]() Join Date: Dec 2011
Reputation: 72
Posts: 748
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that light environment tweak you made made cs:go's de_dust 1000% more good looking! valve should use that kind of style instead of the depressing grey filter the game is full of
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#10 |
![]() Join Date: Apr 2012
Reputation: 642
Posts: 3,025
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I would love the game to look like that on Dust and Dust2, but I don't like the Wild West tint. If you make the textures look that way without shading the whole game yellow tinted I would purchase the finest prostitute for you.
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#11 | |
![]() Join Date: May 2010
Reputation: 73
Posts: 1,330
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#12 | |
![]() Join Date: Dec 2011
Reputation: 72
Posts: 748
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Quote:
and look at this and tell me the OP's configuration is unrealistic: http://www.imagesofanthropology.com/...airo_Egypt.jpg basically what I'm trying to imply is, theres nothing wrong with warm colors, i dont get why most "high end" graphics games use such desaturated tints and filters (especially bf3's blue and orange filter) i mean its one thing to have a great graphics engine, its another to have great looking designs and environments crysis, for one, has colorful environments and it has one of the most realistic graphics to date css had colorful environments and many are fine with it; sure 1.6 had yellow tints everywhere but i have good confidence people can get used to the source-style light environment, i mean most maps are built from source counterparts Last edited by CombustableLems: 06-08-2012 at 10:13 PM. |
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#13 | |
![]() Join Date: Apr 2012
Reputation: 642
Posts: 3,025
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#14 | |
![]() Join Date: Dec 2011
Reputation: 72
Posts: 748
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#15 | |
![]() Join Date: Feb 2011
Reputation: 6
Posts: 200
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I've added a download link to you can see ingame what i made.. check the first post.. is just a piece of T Spawn |
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