insta Posted December 14, 2004 Report Posted December 14, 2004 Looks really cool. Hope it plays as good as it looks Quote
Tarky Posted December 14, 2004 Author Report Posted December 14, 2004 Ok just did another compile with some fixes and some detail additions. Still some lighting troubles in here. Im getting some wierd lighting on some models. Anyone know why? I also removed the rails from that interior room as I believe they were getting in the way. And I have tried a new light environment pitch and colour, and I believe it is working quite well. New and Improved Lighting environment, wierd lighting on models. Anyone know why? Improved internal area, still gotta get that lighting tweaked right, plus some more details need to be added. Skylight type things adding in some colour of the light_env, little raised platform thing now has more detail... AND BARRELS! Another outdoor shot, just showing off the lighting and shadow. I really like good CNC guys, I want to make this map rock visually and then I can make sure I can make it rock gameplay wise. Quote
Spellbinder Posted December 14, 2004 Report Posted December 14, 2004 I dont know anything about the engine, and i prolly wouldn´t see any errors in the texture and stuff. But i think it looks good Spellbinder. Quote
Minos Posted December 14, 2004 Report Posted December 14, 2004 Looks really better tarky, I'd make each floor with a different wall texture though, it looks a bit weird the way it is now. Quote
JynxDaddy Posted December 14, 2004 Report Posted December 14, 2004 I think you have one two many trees up on that little cliff the new shadows are very nice~ Also make some of those barrels explosive so you can grab them down and blow people up you know how it is sorry Ive been eating peanut butter Quote
Tarky Posted December 14, 2004 Author Report Posted December 14, 2004 sorry Ive been eating peanut butter Crazy jynx... Exploding barrels coming ..!!! Yeah I agree mino, you mean the tile textures dont you? Quote
ReNo Posted December 14, 2004 Report Posted December 14, 2004 To get around your models lihting up wierd, use info_lighting entities placed in locations you want your models to be lit from, and set these as your prop's light origins. Changes look good, though I kinda like the handrails. Can see how they might impede flow, so I guess it might be best that they are gone. Quote
Schmung Posted December 14, 2004 Report Posted December 14, 2004 Outdoors looks much, much better now, though I stille feel it could do with a a grassy texture instead of that one you're using now. Might just be me though. Shaping up very nicely indeed. Makes me wish I could map for HL2. Quote
SonicDM Posted December 14, 2004 Report Posted December 14, 2004 yes handrails suck i'm having to take mine out due to the fact that they stop EVERYTHING and wel it sucks Quote
X-FacToR Posted December 15, 2004 Report Posted December 15, 2004 This is really sweet, if it plays well, unlimited potential imo. Quote
Tarky Posted December 15, 2004 Author Report Posted December 15, 2004 Ok just did as mino suggested and stuck in another wall texture. Looks better. Still more detailed needs to be added. Also ReNo I did what you suggested and put in the info_lighting, it still doesnt seem to be working.. Is there anything else I need to do. I put the point next to my light_env. Quote
Twitch Posted December 15, 2004 Report Posted December 15, 2004 your very good at what you do. keep up the gd worx Quote
hamst3r Posted December 15, 2004 Report Posted December 15, 2004 I think the dam could look better :-? Quote
von*ferret Posted December 15, 2004 Report Posted December 15, 2004 i dig the outside lighting ~ looks fetter style with tarky style. I wv that combination so far~~~ I"d add some detail to the dam some how. Quote
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