Space station nothing: readyroom

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Comments

  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin--yesukai+July 02 2002,03:11--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (yesukai @ July 02 2002,03:11)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I dont like it. It really doesnt... oh wait, yeah, lets not try and #### people off for the sake of ####### people off...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    uhhhhhhhhhh.... ok?

    I am pretty sure he did it by light_spots..
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    Actually, alot of the lights in his map are inside recesses that are blocked by world-brush bars, creating harsh shafts of light coming out of the gaps in between. I think he uses light spots in some other locations, though.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Actually I thing Ken said he was using func_walls (with the light blocking flags set) for the bars in those grills (to keep r_speeds down)
  • CyonProCyonPro Join Date: 2002-02-02 Member: 154Members
    True, the amount of poly cuts from world brushes would be immense... still, that's alot of entities used up on lighting effects, but hey, he made it work <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i prefer the old one better  <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
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