Oh, dear god I hope This is more fruitful than the job listings we’ve posted.
Man, am I glad to hear that. Booooooox, you can’t make assumptions like that. :’( Could’ve cost us great voice work.
Santa-Dky’s shot is pretty nice. Are you gonna stick with sewer piping or switch to hollowed out missile shells? Also, the lighting looks a bit warm, but that could just be the dev textures. The ceiling lights seem too haphazardly placed, in my opinion.
For the pipes, it could go either way. I like the current look of improvised concrete pipes, but missile shells might work too. If we need hollowed-out missile shells, I could probably ask Lars. But I’d be careful with that… I’m reluctant to make things too sterile-looking (hence my sparing use of white light, which I’ll get into in the next paragraph).
The lighting is deliberately warm. I’m using a very slightly yellow light… although this is probably being exaggerated by the orange dev textures. In my opinion, warm yellow is a lot friendlier looking than pure white sterile light. Not that I’m avoiding white light… I’m still using it sparingly to highlight the important objects , eg. the Crouch-Jump pipes.
The ceiling lights are actually very uniform… there’s a very specific pattern to them (take a look at my VMF if you’re not convinced). It’s probably the angle of the screenshot that makes them look haphazard, combined with the fact that the pipes themselves are staggered (which requires a staggered lighting pattern to highlight them).
You should try it, maybe some magic will happen.
Okay, so if we’re having this discussion, then right now for reference on me, it’s 3:05 CST. About 6 CST either today or tomorrow would be most convenient for me, but I can make some changes without much problem or worry. This also might be of some use to us.
Can anyone help me with this?
I’ve added path_tracks, and the tram basicilly should change the angle at those points but it wont.
(I’m new to this lol)
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.