A few lil pics
Space_Ape
Join Date: 2002-01-27 Member: 114Members
<div class="IPBDescription">Destruction pics</div>Hi everyone , just a few pics from ns_smugglers , nothing much , just a few pics showing the way into the belly of the ship, a blast blew up a part of the wall and the ceiling, blocking the way. However , the floor collapsed , giving an alternate route.The last pics are from a work type area im working on. Later!<a href="http://www.angelfire.com/scifi2/space_ape" target="_blank">My Webpage</a>
Comments
I can't wait to see what this turns into.
I've found that the env_gamma can make a level look totally amazing (compared to without it), but can be quite tricky to work with. It's a nice challenge though.
One thing I've never understood is that people always say they have to brighten the pics after taking a shot. Whenever I take a picture ingame it comes out very pale and much brighter than it was in the game. So I have to <i>darken</i> my pictures a bit... <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
-EDIT- One method that I use sometimes is to shine a bright light on the over-exposed texture. Works good on things like computer monitors, which look unnatural with so much contrast. I had to do this in space station nothing's command room quite a bit.
I've attached the RAD file used for the maps in the NSTR2 to give you an idea of what values might work for some textures in the NS.wad.
I'd say that's a good method to use, if you don't mind the loss of some illumination.