I'm making a new map so why not make a few tutorials and share my hammer editor knowledge. If you have any questions feel free to ask in comment section. #garrysmod Music used in this video : [Oak Studios] Comeback
Пікірлер: 40
@the_only_ag18 ай бұрын
This tutorial is great, this technique of having a light_spot and a light entity is something that everyone thats starting with hammer should learn.
@erdbeerkotze57952 ай бұрын
this really helped because my lights were looking like garbage
@sackyoutube8 ай бұрын
underrated,deserves more
@fighter2499Ай бұрын
Awesome!!!
@matrixgamechannel97975 ай бұрын
Thank you, it helped a lot.
@maynard_neon10399 ай бұрын
Very nice!
@fighter2499Ай бұрын
Awesome!!!
@jorho9 ай бұрын
Interesting! :)
@bioman1hazard6072 ай бұрын
The room looks awesome, tho i think the dustmotes may be bunched up too close, is there a way to spread them out?
@stub8702Ай бұрын
Yes, you can increase size of trigger brush and reduce amount of motes in properties.
@frest9599 ай бұрын
Thank you
@lukmort34528 ай бұрын
Thanks
@martinseitune37877 ай бұрын
Tremendo ❤ ahora mi mapa d left 4 dead 1 estaran mejor iluminados ❤
@moralVplay7 ай бұрын
Could you do simmilar tutorial for ligt_env? escpiecially for night maps, thats something i been strugling for a while and some good tutorial would be most welcome.
@stub87027 ай бұрын
Maybe I will :)
@lancemarchetti86732 ай бұрын
You can use an updated editor called Hammer++ if you want to see real-time lighting updates in your viewport.
@brinys2 ай бұрын
I hope the author is alive, I want to see more hammer tutorials
@stub87022 ай бұрын
Yes he is alive xd
@brinys2 ай бұрын
@@stub8702 hmm, then tell the author that the video turned out good
@Itzchel-sfm12 күн бұрын
Why in textures black mesa - custon lights not eork how to fix
@medium_rifle8 күн бұрын
how could you apply this to a longer light source? (lab_flourescentlight001a for example)
@stub87027 күн бұрын
You can increase sprite size and adjust it a little bit.
@GreenThunderGamer6 ай бұрын
Why not use point_spotlight instead of the sprite?
@stub87026 ай бұрын
You can use both but sprite is less intensive on performance.
@GreenThunderGamer6 ай бұрын
@@stub8702 Ah okay, thanks
@pink3rt0n5 ай бұрын
song?
@stub87025 ай бұрын
[Oak Studios] Comeback
@YaroslavTarka6 ай бұрын
ля пацы, разбирался, но так и не понял зачем триггер...
@engineerzy31245 ай бұрын
Серьезно? Как это можно не понять. Это летающая пыль
@YaroslavTarka5 ай бұрын
@@engineerzy3124 У меня то ли течь на карте, то ли что, она просто не работает. Хотя LIN не пишет
@engineerzy31245 ай бұрын
@@YaroslavTarka Дай дс, попробую помочь, не гарантирую, но попытаться можно
@YaroslavTarka5 ай бұрын
@@engineerzy3124 yaroslavtarka. Помочь только если в течении недели
@friendofp.245 ай бұрын
The most realistic form of lighting is to have no additional lights beside the light_spot. Adding the second light is cheating. The floor should bounce enough lighting to the ceiling and walls to light up the surrounding without it. If it doesn't, it's because the texture of the floor is too dark. This is how light works in real life.
@where2eternity4 ай бұрын
theres no cheating in map making because there are no rules to map making, hope this helps 👍
@friendofp.244 ай бұрын
@@where2eternity No need to be passive aggressive over a KZbin comment. The title says "realistic" so I explained what is actually realistic.
@MarviusM3 ай бұрын
@@friendofp.24 You know source doesn't have life like accurate light bounces. If anything I'd say adding the 2nd light entity is more lifelike because it makes up for source's shortcomings.
@kodelash3 ай бұрын
live point_spotlight reaction:
@Halflifesciencetist4 ай бұрын
Hey @stub it's me vasarovskaja I sended an invite friend request on my alt acc since my main acc was stolen can u please add me back?