Wilson Chronicles is a total Source conversion of Half-Life Wilson Chronicles.

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23-down Oct 12 2011, 5:23pm says:

Really lovely room. But something is still missing. Perhaps 1 or several lights on the ceiling or some dirt , dust etc. on the floor.

+6 votes     reply to comment
corigami Oct 12 2011, 5:28pm says:

The room looks far too bright for being solely lit by ambient light from the windows. The light you used in the middle of the room is very obvious but has no source and looks strange. Other than that, the room looks very good.

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dafatcat Oct 12 2011, 6:36pm replied:

That light in the middle is coming from a lamp

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FrEEmAn77 Oct 13 2011, 7:11am replied:

As dafatcat said, the light in the middle comes from the lamp just bellow (it's not very visible on that screen), and for the light coming from the windows, I think it's good like that, it's dark and bright at the same time, if it was darker, the player couldn't see anything but the sunlight and it would be a bit crappy... Anyway, thanks for the feedback it's always useful to have other's opinion.

+2 votes     reply to comment
Forsete Oct 12 2011, 9:23pm says:

Love that kind of warm lighting with a mellow but still very visible yellow/orange tint surrounded by darkness; gives off this really nice and friendly feeling. Keep it up.

+2 votes     reply to comment
DariusII Oct 13 2011, 8:11pm says:

hey, how'd u get the lighting to look like tat on the flower pot and the bookshelf? IS that done using projection mapping?
I can get my walls to look like that (with a very high res lightmap) but I can never get my prop models to get that kind of lighting.

+1 vote     reply to comment
freredarme Author
freredarme Oct 14 2011, 2:14am replied:

env_projectedtexture is used with black texture. But, source code for lightmapscale is new. Also, you can get better effect with the source code from Wilson Chronicles than the original source code from Valve.

+2 votes   reply to comment
FrEEmAn77 Oct 14 2011, 6:43am replied:

This is definitely dynamic shadows (In fact, it's like the flashlight you have ingame), no lightmap is used for this, everything is calculated by the game itself which mean a very short compilation time.

+2 votes     reply to comment
DariusII Oct 14 2011, 2:22am says:

cool! that's a neat trick, thanks for the tip.

+3 votes     reply to comment
Reeze17 Oct 14 2011, 6:05pm says:

Very nice.

+3 votes     reply to comment
shelby2b Nov 26 2012, 3:00am says:

Nice picture

+2 votes     reply to comment
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Introduction for Wilson Chronicles :
Mapping by Frere D'Arme & FrEEmAn, Alpha 6

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Oct 12th, 2011
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