IOTY 2011 is sponsored by CryEngine 3, not Dear Esther.
IOTY 2011 is sponsored by CryEngine 3, not Dear Esther.
Which engine version are you using?
When Valve released the SDK update, I could use the 2007 version without problems, but the 2009 version was messed up. However after the newest update, running in the 2009 engine version works just fine, but now the 2007 version is bugged for me.
Looks great, I can't wait to see the textures for it :)
I don't know if you're familliar with this, but I forgot to post this link along with my comment: Interlopers.net
TOD stands for Time Of Day.
Also are you running the compilation in expert mode,
with -StaticPropPolys and -textureshadows enabled in the light_exe ?
It might make the shadows the trees are casting better :)
(You need to specify the models in the lights.rad file though)
I would recommend removing the lower piece of the doorway, and add a frame to it, like this: Img685.imageshack.us
Hey, I'd be interested in helping out on the mod.
I've been using Hammer for approximately 4 years, and I do a little modelling and music too.
I have a few collection of pictures on my profile. Just send me a PM if you're interested :)
Even though an explanation of the more advanced parameters like fallout distance would be nice, it was just a basic light tutorial as the title implies. And light_spot results in a more realistic good looking light if you use it correctly. Sorry, but learn a bit more before you write a comment.
Oh and great tutorial :)
Looks like the modelling was done in 3D Studio Max 2009, and the texture editing in Paint Shop Pro :)
I wanted to say something serious before all of those "FIRST COMMENT!!11one" comments, seems like I did quite well :P
Congratulations for the feature, oughta make your mod a bit more well known ;)
Looks nice, but the super shotgun icon tends to look like a flag to me and not 2 shells :3
ZeFish
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