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Thread: Specular Maps Only Make Things Brighter?
Post: RE: Specular Maps Only Make Things Brighter?
(04-25-2012, 08:12 PM)lllDash Wrote: Can you send us a screenshot? if your using Windows 7 disable full screen mode, restart game, and press "PrintScreen" to capture the image. I ran into things lik... |
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Krymtel |
Development Support
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5 |
4,351 |
04-25-2012, 09:01 PM |
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Thread: Specular Maps Only Make Things Brighter?
Post: RE: Specular Maps Only Make Things Brighter?
(04-24-2012, 08:59 PM)palistov Wrote: You could bake an ambient occlusion map onto your diffuse. HPL2 needs a lot of shading detail done directly on the diffuse map. There's no way I know of for usi... |
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Krymtel |
Development Support
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5 |
4,351 |
04-25-2012, 08:03 PM |
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Thread: Specular Maps Only Make Things Brighter?
Post: Specular Maps Only Make Things Brighter?
Is there any way to have specular maps make things dimmer in Amnesia? It seems that the specular map is additive only and only makes things brighter, rather than have black to not reflect light and wh... |
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Krymtel |
Development Support
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5 |
4,351 |
04-24-2012, 08:47 PM |
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Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion
Development will continue for Amnesia: TDD. Expect it to be completed in about two months or so. |
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Krymtel |
Custom Stories, TCs & Mods - Development
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41 |
50,119 |
03-10-2012, 05:07 PM |
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Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion
Alright i'll wait till after tomorrow til I consider the votes. All votes count, and thanks to those who have voted so far :D |
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Krymtel |
Custom Stories, TCs & Mods - Development
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41 |
50,119 |
03-05-2012, 07:25 PM |
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Thread: Spacies [Fullconversion - Looking for 3D-Artist]
Post: RE: Aciestov
The lantern looks fantastic, can't wait to see how it looks like in-game :). Good luck with the city and outdoor environments man, it's gonna kill you :P |
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Krymtel |
Custom Stories, TCs & Mods - Development
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170 |
234,967 |
02-28-2012, 05:05 PM |
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Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion
Well, need your opinions on something important guys. Check out the poll! |
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Krymtel |
Custom Stories, TCs & Mods - Development
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41 |
50,119 |
02-28-2012, 05:04 PM |
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Thread: Water Monster
Post: RE: Water Monster
(01-21-2012, 03:54 PM)Tripication Wrote: ...this has never happened to me before...make sure ur liquick area isnt bigget than it should be?That's probably the problem |
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Krymtel |
Development Support
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6 |
5,865 |
01-22-2012, 01:11 PM |
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Thread: .mdl?
Post: RE: .mdl?
Do you have the textures for the model? If you do, make a material file with the Material Editor. |
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Krymtel |
Development Support
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18 |
16,803 |
01-22-2012, 01:02 PM |
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Thread: .mdl?
Post: RE: .mdl?
(01-21-2012, 01:10 PM)Tripication Wrote: Hey guys, im looking to try and import a Source.mdl file into blender, so that i can make it an Item entity, is this possible?You could import it into Maya w... |
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Krymtel |
Development Support
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18 |
16,803 |
01-21-2012, 02:39 PM |
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Thread: Expand inventory?
Post: RE: Expand inventory?
Sorry it didn't work out, but good luck :D BTW I think it would be a good idea to make those gas canisters stackable, but I'm sure you have your reasons to not make them like that. Just saying! :P |
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Krymtel |
Development Support
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13 |
10,913 |
01-21-2012, 02:37 PM |
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Thread: Problems with non-despawning monster
Post: RE: Problems with non-despawning monster
Try this maybe:
void SetEnemyDisabled(string& asName, bool abDisabled);
As in...
void SetEnemyDisabled("NAME OF ENEMY", true);
Or, if it's part of a function...
SetEnemyDisabled("NAME OF ENE... |
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Krymtel |
Development Support
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6 |
4,513 |
01-21-2012, 10:51 AM |
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Thread: Expand inventory?
Post: RE: Expand inventory?
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Krymtel |
Development Support
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13 |
10,913 |
01-21-2012, 10:39 AM |
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Thread: How to remove Tinderboxes?
Post: RE: How to remove Tinderboxes?
So nothing happens? I know this won't work, but maybe add a .ent extension so the script looks like this...
RemoveItem("tinderbox.ent"); |
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Krymtel |
Development Support
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5 |
4,145 |
01-20-2012, 03:29 PM |
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Thread: Expand inventory?
Post: RE: Expand inventory?
Yeah, you could do that only if you made a total conversion. All you have to do if you have a total conversion is go to the file called game.cfg (by default). Hit control 'f' or apple 'f' (for macs) a... |
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Krymtel |
Development Support
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13 |
10,913 |
01-20-2012, 03:25 PM |
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Thread: My thoughts on Custom Stories
Post: RE: My thoughts on Custom Stories
My story starts off with the player not knowing anything about where they are, but it, like plenty of other custom stories, takes its own path thereon and builds up from there. That's pretty much the ... |
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Krymtel |
Development Articles
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78 |
101,596 |
01-17-2012, 08:37 PM |
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Thread: Dark Room 2 Abridged Released!!!
Post: RE: Dark Room 2: Agrippa Contest now open!
(01-15-2012, 02:21 AM)flamez3 Wrote: Leeroy Jenkins
Make a door explode open and a random grunt runs through the door into a another one (the player can't move and it just watches)That's not too ha... |
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Krymtel |
Custom Stories, TCs & Mods - Development
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175 |
242,060 |
01-15-2012, 03:05 PM |
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Thread: New story on the way!
Post: RE: New story on the way!
(01-13-2012, 09:47 PM)Elven Wrote: Just tip - don't get used to making very huge maps.
Huge maps == lots and lots and lots of lag to many users :P...Also, a lot of torches might also create a lot o... |
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Krymtel |
Custom Stories, TCs & Mods - Development
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14 |
14,646 |
01-14-2012, 07:47 AM |
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Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion
Thanks :)
My only concern is the mirror at this point because I'm not sure if it will reflect anything and whatnot. I'm going to test that now. |
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Krymtel |
Custom Stories, TCs & Mods - Development
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41 |
50,119 |
01-14-2012, 07:44 AM |
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Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion
Finally, I've finished the cave. I've attached the screenshot to the main post :) |
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Krymtel |
Custom Stories, TCs & Mods - Development
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41 |
50,119 |
01-13-2012, 04:55 PM |