ginsengavenger Posted December 8, 2005 Report Posted December 8, 2005 Unfortunately quark cant do displacements, so i gotta do it the old way which will look a bit worse yeah i've heard you say it enough times, just wanted to jibe ya a bit more Quote
PhilipK Posted December 8, 2005 Report Posted December 8, 2005 Hmm.. Thought they were working on displacement editor in Quark? I mean they have beziers support for Q3 so shouldn't be impossible for them to get some displacement stuff in there. Quote
RD Posted December 8, 2005 Report Posted December 8, 2005 the quark guys responsible for hl2/source part of the editor left, or were kicked or something, so all hope is lost Quote
PhilipK Posted December 8, 2005 Report Posted December 8, 2005 Omg.. shame really. Such a great editor. Quote
rockdude86 Posted December 9, 2005 Report Posted December 9, 2005 once again im experimenting with some geomety anyway lighting sucks bigtime... guess im a geometry geek :wink: Quote
Taylor Swift Posted December 9, 2005 Report Posted December 9, 2005 Hourpitores textures pack looks to be popular now. Quote
rockdude86 Posted December 9, 2005 Report Posted December 9, 2005 hehe yeah, thats what happens when there arent that many texture packs for hl2... but i really like these so that doesnt matter to me anyway Quote
Quakis Posted December 9, 2005 Report Posted December 9, 2005 Hourpitores textures pack looks to be popular now. They are fantastic textures to use. Theres a Duke3d project called Planet Hazard : http://dynamic.gamespy.com/~amc/forums/index.php?showtopic=5114 (Using Eduke32) which is a multiplayer mod that uses them. So yeah, pretty much popular. Quote
Pericolos0 Posted December 9, 2005 Report Posted December 9, 2005 howcome the lights are blue but there is no blue light to be seen on the geometry Quote
Grinwhrl Posted December 10, 2005 Report Posted December 10, 2005 If u are going to use Blue Lights in this hall u must have full environments color. Not bad so far Quote
von*ferret Posted December 10, 2005 Report Posted December 10, 2005 make the fades fainter so they're not dominating the scene. Make pools of light on the floor either by making your spot lights more intense and more focused so it doesn't bleed into the back lighting, or adding point lights next to the floor. Quote
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