Editing and Customization > Community Content
Ge_Bunker_Nw
kraid:
The reflections on the ceiling are a bit wiered. It does huge reflections of the orange and blue parts of some props.
My guess: you placed your env_cubemaps right in front of the goldeneye key slot and another one in front of a blue-ish monitor screen.
1. try to move it further away from these props
2. you can create a new env_cubemap and use it only for the reflection on the beams of ceiling
(you can pic brushfaces to apply your cubemap only to them)
or
3. tone down the reflection of the material (if it's user created and not a default HL2 GES material)
or use another material which isn't reflective
or create your own material which suits your needs.
killermonkey:
That material is probably the citadel material from HL2, looks similar. Kinda metallic, VERY reflective.
I like the main room, but now that you have the detail in terms of props you need to add some visual breakup, by that I mean decals.
Place decals at the base of the computer consoles, maybe even raise the floor a touch (2px - 3px) as kinda like a mat or a floor covering. Arrow decals, exit signs, stuff like that, some grunge where the chairs are and would have been rolling around.
FReXx:
--- Quote from: kraid on June 15, 2009, 08:32:09 am ---The reflections on the ceiling are a bit wiered. It does huge reflections of the orange and blue parts of some props.
My guess: you placed your env_cubemaps right in front of the goldeneye key slot and another one in front of a blue-ish monitor screen.
1. try to move it further away from these props
2. you can create a new env_cubemap and use it only for the reflection on the beams of ceiling
(you can pic brushfaces to apply your cubemap only to them)
or
3. tone down the reflection of the material (if it's user created and not a default HL2 GES material)
or use another material which isn't reflective
or create your own material which suits your needs.
--- End quote ---
How do I create textures? With what software? How to put it in hammer?
Jonathon [SSL]:
You should also make sure own texture for the windows so that they're not so foggy.
http://developer.valvesoftware.com/wiki/Valve_Texture_Format
That's everything you could ever need to know about VTFs/VMTs.
I would recommend using Photoshop with the VTF plugin, or any other image editing program that can export to targas and convert it to a vtf in VTFEdit. (It can even generate vmts)
FReXx:
--- Quote from: The SSL on June 15, 2009, 06:20:28 pm ---You should also make sure own texture for the windows so that they're not so foggy.
http://developer.valvesoftware.com/wiki/Valve_Texture_Format
That's everything you could ever need to know about VTFs/VMTs.
I would recommend using Photoshop with the VTF plugin, or any other image editing program that can export to targas and convert it to a vtf in VTFEdit. (It can even generate vmts)
--- End quote ---
Ty!
--- Quote from: killermonkey on June 15, 2009, 02:10:59 pm ---That material is probably the citadel material from HL2, looks similar. Kinda metallic, VERY reflective.
I like the main room, but now that you have the detail in terms of props you need to add some visual breakup, by that I mean decals.
Place decals at the base of the computer consoles, maybe even raise the floor a touch (2px - 3px) as kinda like a mat or a floor covering. Arrow decals, exit signs, stuff like that, some grunge where the chairs are and would have been rolling around.
--- End quote ---
No, it's a "goldeneye/facility/metal_wall01"
http://www.youtube.com/v/oCNKFfqx-3M&hl=fr
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version