Counter-Strike Global Offensive Jail Server Simon Visibility Improvements

RedDragonKnight

EGO Is My Life!
=(e)=
Joined
May 11, 2011
Messages
5,355
After compiling Syntax with hdr enabled, it became clear that I needed to make a few adjustments to simon to prevent further confusion over which color is which. After looking around for a whole 2 seconds in the sdk (I swear it wasn't there before), I found an unlit variant of the color pallette I used for the problem colors. This causes them to ignore lighting and shadows from other areas of the map, and to generate their own light source instead. This prevents them from being too bright/dark such that they end up looking like other colors.

Ugly before photo
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Beautiful After photo
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I also removed the back of the board on Syntax. Not sure if I'll do it on the others, but it looked good for Syntax at least.
Not shown in this screenshot because I haven't compiled the next version : the gray is slightly darker and the texture of the board is changed to make it easier to notice when the white color pops up.
641A039AA5EFC7A1141AEDFCFA52109F6E29AB22



I'll get around to implementing this fix on all my other maps with the Simon game on them, but compiling takes a fair bit longer now because of a change to static prop lighting and compiling with hdr and ldr basically makes it compile lighting twice. I also have to test the changes to lighting on the other maps, and make sure the discos work properly.

On the subject of disco, named lights are broken and only emit black light now and look like crap. I implemented some color correction that activates when you move inside the disco area and will darken the room when the disco lights are turned on.
8D1FCF782E2A41C59CCAD9F36B8F42B75169E4AC


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Also, all my maps will now have hdr enabled since valve broke the one reason not to use it. Praise the sun.
7C2D9199EE176D510A79FC0578EA6FAD91B02DE7
 
okay

now tell me where all the t guns are
 
Glad to see you figured out the color correction. Nice skybox btw!
 

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