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I have some of the spacestation textures and i am going to try them out in a room and see how they look. If they look good I may do the level in those instead of the H1..i'm not sure yet..as soon as I get that room in game i will post pics for opinions.
UPDATE:
Here are a few pics with the H2 textures i used..none of them are set so much that I wouldn't want to change them..especially the orange texture in the teleporter bays:
http://i7.photobucket.com/albums/y27...0010_small.jpg
http://i7.photobucket.com/albums/y27...0011_small.jpg
http://i7.photobucket.com/albums/y27...0014_small.jpg
http://i7.photobucket.com/albums/y27...0013_small.jpg
http://i7.photobucket.com/albums/y27...0012_small.jpg
Now on problem that I ran into..is a topic that Arteen brought up over in the Damnation thread and that is that we might need to scale this up because of the increased jump distance of H2. He is right..in this room..if I turned around and faced the back wall and jumped on the outside of the two lights I could get on top of them and then jump over to the landing.
Well post some idea's for the scaling of this and also the textures..if the H2 ones are better or you have some idea's for some better fitting H2 textures or just hey idiot..stick with the H1 textures..say that too :)
Eh the textures don't really fit chiron how about some custom textures with a new theme for chiron.
And some normals would be nice.
Put some detail in that pit-o-doom.
I always felt like that map needed to be dark so those pocketed corners would actually work well as hiding spots.
Don't use h1 Textures, they lack the detail of everything else in h2.
If you redid the bitmaps properly to match existing UVW's, and the shaders we well created, the Cairo theme would work fine.
those textures are extremely flat and plain looking...
That's what she said.
Nick