I'd assume different transparencies/lighting conditions, etc. If those are all individual textures, you'd only use them once. o_0
indecisive
useful
I'd assume different transparencies/lighting conditions, etc. If those are all individual textures, you'd only use them once. o_0
Uhh, max has maybe 30 materials in the editor right now?
God knows where tool gets it's numbers :\
Oh, it's probably referring to them by location (for lack of a better name) groups. If you go into guerilla under the lightmaps section, it lists all the material groups, sometimes 8 or more times per material. I've found that those groups are usually near each other spatially.
Or it could be the same thing that happened with the b30 bsps where the material editor copied itself a hundred times, and you only have 70 portals.![]()
The missing texturing I was referring to was the generator lights edging in the middle footpath on red side. And for that matter, the edging on blue side is red. Makes it confusing. Blank -> Red, Red -> Blue. Do it. It would also be really nice to have better color indicators in that middle area- right now that edging is the only "directional" coloring, and it's messed up. Maybe some small beacon lights or decorational lighting in the sunken areas?
Here's a screenshot of the empty/directionless area: Note the red blinkies and the blue blinkies on the same side. o_0 No wonder I got lost.
Fix this please.
And this.
The aforementioned blue side edging:
And the missing red side edging:
O hai, a large boring pit. :P Understandable, but maybe add a fog layer?
I know fog might mess with the cliff skybox, but maybe it would help blur the bottom of the waterfalls:
Overall it looks quite good. Keep up the great work.![]()
Mass:
Gawd it's so much easier to explain with pics than with words.
^ I support this post.
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