You can make the walls and floor meet at a 45° angle on every axis. Might take a few more brushes, but it don't leak light that way.
Also, if the floor is a single brush, it might be because of low lightmap resolution + bilinear filtering.
Search found 63 matches
- Sat Mar 24, 2012 10:13 pm
- Forum: Mapping
- Topic: problems in darkened room
- Replies: 7
- Views: 3878
- Sat Mar 24, 2012 8:34 pm
- Forum: Modeling
- Topic: smoothing groups, gouraud and mesh-splitting
- Replies: 15
- Views: 9608
smoothing groups, gouraud and mesh-splitting
I'm asking this here because I wouldn't know where else, and because there's more implementation know-how here than on most artist forums.
Some reference up front:
http://stocktextures.com/archive/articles/c4dtut/index.html
http://learngamedesign.com/gdt_A2.html
Before per pixel lighting and ...
Some reference up front:
http://stocktextures.com/archive/articles/c4dtut/index.html
http://learngamedesign.com/gdt_A2.html
Before per pixel lighting and ...
- Mon Feb 13, 2012 1:52 pm
- Forum: Gameplay & Design
- Topic: Weapon feedback
- Replies: 32
- Views: 44368
Re: Weapon feedback
I was pretty impressed by the immense feedback of the weapons in this UT2K4 mod:
http://youtu.be/DTGKwuCzVpA
The Acid Sprayer in Pray. Basically shoots 'molecular acid' ( remember Alien ) over a long range.
http://media.giantbomb.com/uploads/0/3358/489279-shot00141_super.png
Bio Rifle in UT3 is ...
http://youtu.be/DTGKwuCzVpA
The Acid Sprayer in Pray. Basically shoots 'molecular acid' ( remember Alien ) over a long range.
http://media.giantbomb.com/uploads/0/3358/489279-shot00141_super.png
Bio Rifle in UT3 is ...