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Katamari007:

--- Quote from: Lil Robot on December 11, 2011, 02:32:32 PM ---

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ragoo
Marcem:

--- Quote from: Lil Robot on December 11, 2011, 02:26:28 PM ---the texture can easily reveal verticies.
wheatley's map doesn't use many light_ entities other than env_projected_texture up until the end, so the lighting can be forgety with verticies.

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How?  Isn't it mostly solid color?
Lil Robot:

--- Quote from: Marcem on December 11, 2011, 02:34:41 PM ---How?  Isn't it mostly solid color?

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projected textures are what they are: textures that are projected onto a surface. sometimes they can show vertices, even on regular old map brushes.

most of the time it's flashlight001 or flashlight002 in portal 2, like shown in my image above. the lighting quality has dropped a bit from the transfer portal 2 to hl2 engine, but it still remained good enough.
Marcem:

--- Quote from: Lil Robot on December 11, 2011, 02:41:23 PM ---projected textures are what they are: textures that are projected onto a surface. sometimes they can show vertices, even on regular old map brushes.

most of the time it's flashlight001 or flashlight002 in portal 2, like shown in my image above. the lighting quality has dropped a bit from the transfer portal 2 to hl2 engine, but it still remained good enough.


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Oh, I thought you meant the model.
Masterlegodude:

--- Quote from: BladeOfTheHorizon on December 11, 2011, 02:28:57 PM ---
it's ironic because its december and i'm freezing my ass off over here

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His hand is floating above his leg!

Curse these ragdoll collision meshes!! >:(

This is a case where an animation would come in handy, since you can do whatever you want and not worry about collision meshes, but learning animation, even for a single frame looped can take some time to learn...
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