Its Me Again
Some_tall_guy1
Join Date: 2003-05-22 Member: 16601Members
<div class="IPBDescription">with another room for critisizing</div> behind the bars is a small electrical generator powering the surrounding area
other than that its just a hallway corner
other than that its just a hallway corner
Comments
Other than that it's a nice looking area <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
adjust the gamma on your monitor
a hallway with pipes behind the grating on the left
and im working on adding details to the walls as we speak
Post some gamma corrected shots. Its hard to judge anything if things look different in game.
BTW: I didn't know anyone else used CorelPhotopaint <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i was about to say the same thing.
i really really like the glowy red light comming from the partially opened door on the floor.
But right now its an entity right? the red stripe on the wall doesnt look very good to me. Use texture lighting in there. I think it'll look better that way.
nice clean mapping.
note that ive added 2 texture lights beneath the door on the floor to make 2 red rays coming out, u can see the effect if your not colour blind.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=34324&st=0#entry457168' target='_blank'>http://www.unknownworlds.com/forums/in...t=0#entry457168</a>
I`m basically showing how working into something can really make a strong difference
hope to see more soon
Sorry all if i disturb the thread, but .. moultano i don't understand what you mean here. Where does the first 0.9 gamma you speak about take place : are you talking about ns env_gamma or about a special order in your compile tool (gui, batch compiler or hammer) ? Your process involves twice a gamma correction but i don't understand where stands the first one.
btw... has anybody ever played around with high detail lightmaps, say twice as accurate? How does it look?
(I know, if you use point lights you will simply have smaller stair effects, but with texture lights this might look cool (?))