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Zombie Enslaver
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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Thanks, I was thinking using the ambient setting would be better than spamming lights all over the shop, I cranked ambient up to 0.6 and it looks quite decent now, ill take a look at the worldspawn settings page and see if I can make it look even better.
I have lights around lamps already and it does help with atmosphere.
Unrelated question, but is there a fix for certain models/brushes either not lighting up at all, or being very bright regardless of light level (the latter only really happens with models)
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
did you paint these models white when you ported then through maya?
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Unfortunately in world at war, models are lit by their origin and are lit with a constant lighting (meaning no shadows or ambient occlusion occurs on models). So when people say "origin must be in a brush or something" what really is happening is the origin of the model is in a location where light seems to be more present.
Just another reason why this old engine is showing its true colours
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |