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NykO18

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About NykO18

  • Birthday 11/18/1986

Profile Information

  • Job
    Web Developer
  • Location
    France

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  • Website
    http://www.portalprelude.com
  1. At this time, it was Marc who contacted you, I'll see with him if he can find the email in his mailbox and we'll send it to you via a PM. Just to make sure that things are clear between us.
  2. You must be mistaken, we asked you about a year ago and you agreed. I still have the email in my inbox if you want, at this time it was a big relief for us as we didn't knew how to do this ourselves. We would never use any content without proper authorization (except where creators specify they don't care, but we still told them and credited them).
  3. It might be a bit late but yes, they do count in the lights limit. And it even increases the overall count very fast. So far, the campaign looks good, I wish I could play it right now !
  4. For the texinfo problem, go on to the texture application tool and open the texture list. Then, check "Only used textures", select the first seamless texture, press the "Mark" button and rescale/reinitialize the scales and/or positions to 0.25/0.25/0/0 (or whatever you want it to be) of all the selected faces. Then, restart the whole process for every seamless texture. Because it's just seamless textures, it shouldn't need a "per face" treatment and it could save you a lot of texinfo, but I can't guarantee it. You could also do it with "only x" or "only y" seamless textures, reinitializing only the x or y axis. By the way, mapping with the "Lock texture position" function enabled is bad
  5. NykO18

    World Builder

    That was really cool, indeed.
  6. Dah, I don't read this language, I was talking about the game of course. Pretty much barbarian game in fact.
  7. (not proud)
  8. You could indeed try with a beam instead of a sprite. Using the Fade Start and Fade End flags.
  9. Having 2x22", that's really better than a single 24"
  10. Tested again a few days ago, that freaking elevator scared me to hell AGAIN.
  11. Ok, understood!
  12. Dah, you don't have to make it brighter, just add more constrast. Night time doesn't mean everything has to be bland, night time means you can play with powerful light sources and long shadows, if you know what I mean. As for sewage, I never visited one myself, but searching for pictures in Google gave me more rusty, dusty, wasted environments. But it's OK, you may not want to try, I was just giving my two cents.
  13. The exterior lighting is quite bland, don't you think you could improve it with brighter and less light sources..? I really liked the foggy interior, but it could really use some more details. You should try to waste it a bit more, isn't it supposed to be sewage? Also, the industrial environment is always happy to be merged with some yellow/red colored lighting.
  14. Looks like you're using several short sprites to light up the (quite long) fluorescent light. It's kinda visible on the screen, but maybe not in action. Else, your work is very good, it lacks some details or some decals/overlays but I think it's what makes the TF2-style (i guess). I'm a big fan of this picture (the building in the background): http://www.triggerthis.net/plghb3a.jpg
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