Those bottom lights actually need to be adjusted because the amount splashing back on the wall is by far disproportionate to the amount of light hitting the ground. It looks like the light entities are actually out in front of the light.
Lenard wrote:Those bottom lights actually need to be adjusted because the amount splashing back on the wall is by far disproportionate to the amount of light hitting the ground. It looks like the light entities are actually out in front of the light.
Welcome to Doom 3, where its impossible to make things look nice and look real at the same time 9 times out of ten.
At least some glass shaders in D3 can be tinted / darkened by making the glass a func_static and adding a _color key. Don't know if it works with every shader. Just an FYI.
Going to be a Domination map. Translucent leaves :P
that's more like it. a welcome change from all the techdustrial stuff i've seen in nexuiz.
you really don't need to lvlshot those though. opening such small dark pictures up in a new tab means the white of the tab background makes them hard to see clearly.
lol I'm talking Quake 3 editing. I just don't really have any inspiration atm.
I just feel like creating something. Maybe not even nescessarily map editing. Maybe do a little recreational programming again. Problem is I never know what to make.
Eraser wrote:lol I'm talking Quake 3 editing. I just don't really have any inspiration atm.
I just feel like creating something. Maybe not even nescessarily map editing. Maybe do a little recreational programming again. Problem is I never know what to make.
Then forget it
Create a nice layout in box form, get a good flow, then pick (or ask us) for ideas on the decor of it. That always works
Still learning.
After a while not posting I coudlnt see many chanche with the level's here.
I will post here some screenies for the time but no maps anymore.
Btw...That forests reminds me some kind of call of durty
Please ignore my messages if you dont want to read them.
Thnx.