This is something that came to me at work. You may like it or it may be a sucky idea but I'll just put it out there.
A 'Mods Vault' or something along those lines. As well as the maps and mods forum, how about a page with details and screenshots from mods either in development or released which members believe (via a poll or vote or request or demand or court order) deserves more attention. The page can contain about 8 - 10 screenshots, a bit of info including a storyline and a link to forum page / download.
That way if new members come to the site regarding a mod they've heard about or even if they are just looking around, they can go straight to that page and go through the list of mods that are hosted on TWHL.
I might be better for the map vault too. (Personally, I rarely look in there for mod releases and instead wait for a forum link)
Post a compile log so we can get a better idea as to where the problem may be. RAD tends not to run if there is a major problem with one of the other programs.
I heard about this a while back and remeber thinking "Ha! What a joke!"
But now, I'm stumped. For one thing, its still alive and secondly it looks gorgeous. As for humour, I'd say Barney's reaction to seeing a cat would be far more amusing that a scripted gag reel.
As for question 2 "light_environment is used in outdoor areas or wherever you have a sky texture. If you don't want shadows you'll just have to mess around with the settings of the light entity or use more textlights or something.
Not so much re-doing it. Just use the 'fill' tool on the section you want invisible. Its often just a one click job.
Additive is what you use for glass and such. It renders lighter colours more vividly while darker colours are more faded. Therefore, white would be completely white and you wouldn't be able to see through unless you used a lower 'FX' value than 255. Black is completely invisible whenever it is tied to an additive effect.
You need to set a pure blue colour (R 0 G 0 B 255) to the last slot in the pallette (255) which I can see you've done.
However you then have to select that slot in wally and use the fill tool to go over the area you want to be transparent.
That should work.
(Even in your first example where you have blue at the start and end of the pallette you will still need to go into the texture in wally and make sure that you use the bottom-right one to fill in the area you want to be transparent.)
Hay guys. Recently started working on OIFH again as you may or may not know. However on compiling the map to check lighting and such something strange has happened.
NOTE: My PC has been slightly upgraded with another Gig of RAM and a better graphics card.
This is a screenie of the latest room and as you can see the lighting is more than a little fucked. :rly:
And one of my older sections of the map. It never had this problem before.
Is this an issue with ZHLT or is it likely due to my hardware update?