Created 13 years ago2007-12-16 00:58:58 UTC by doodle
Victor, that's so beautiful. What does it look like with filtered textures on rather than off?Blurry
Urba, you should try using light_shadow of VHLT for those doors so the light does not bleed or arrange the lighting so that it doesnt happen! tongue -I usually do... I must have missed those ones.
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?Thanks. And yes, it's four different func_conveyors set to texture rendermode with decreasing opacity on each (80 -> 60 -> 40 -> 20). I used the same trick in DM_Subterrane to make the waterfalls fade into the darkness in that room with the big pit.
Question though: Does the dripping have an accompanying sound looping at the same period? Because that seems harder to do.Nope. That room's noisy enough you wouldn't hear it anyway.