er, well if you don't have it from downloading TFC over steam or on your old install of HL... I guess you can just create a wad file named tfc and just accept the fact that a few walls will have that nice checkerboard texture.
Posted by Yak_Fighter on Fri Jul 16th at 8:53am 2004
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Posted by Dred_furst on Fri Jul 16th at 8:58am 2004
Posted by JFry on Fri Jul 16th at 9:51am 2004
just played thru and whats there is some good stuff. It flowed pretty good and the r_speeds were excellent. I liked your architecture for the most part, but I wasn't so sure about the "McDonalds arches" hallway, heh jk it was fine. However I do think some of the alien infested areas seemed kinda like filler. But some of them were very good too, particularly the bit with the bent up door (tho the honeycomb thing looked a little overscaled to me). By the way you might want to put a clip brush between those doors, I managed to get stuck there. I agree with TB about the lighting, bring back the blue!
Posted by Yak_Fighter on Wed Jul 21st at 7:32am 2004
JFry, here's a belated thank you for your comments ![]()
hopefully the lighting looks good, since i spent the last two days working solely upon it...
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Posted by ReNo on Wed Jul 21st at 11:18am 2004
Both shots have pretty cool lighting but it all seems to be accent lighting - there seems to be no functional lighting. Overall I think its too dark in those shots, the variation of colour is good and it works with the architecture quite nicely, but the rooms just don't seem lit up enough.
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Posted by Yak_Fighter on Thu Jul 22nd at 4:38am 2004
yeah, it is a little dark on the inside. back to work i guess
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Posted by JFry on Thu Jul 22nd at 7:42am 2004
I agree it would look better a bit brighter but just a bit. And I think that skybox fits well.
Posted by Yak_Fighter on Wed Jul 28th at 7:26am 2004
Here's a new area:
I think I ruined the lighting by making it all too bright, so I'm going to try and get a last beta up later today so people can comment on it before I make the final push to get this thing finished.
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Posted by ReNo on Wed Jul 28th at 9:46am 2004
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Posted by Campaignjunkie on Wed Jul 28th at 9:51am 2004
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Posted by Crackerjack on Wed Jul 28th at 1:02pm 2004
Posted by 7dk2h4md720ih on Wed Jul 28th at 1:09pm 2004
Posted by Yak_Fighter on Wed Jul 28th at 2:22pm 2004
Reno: I'll try to add detail above, but if I stand back a bit and look slightly to my left I can get 700+ w_poly's. yay for prefabs ![]()
CJ: Good idea about the rubble, I had forgotten all about dod textures.
crackerjack: I thought it was too blue myself, but people earlier didn't like the less-blue skylighting
A_S: I'm not sure exactly what its supposed to be, which is why I decided destroying part of it was a good idea...
As for all your lighting comments, is it really too dark, or is the skylight just too blue? Or both? It is dark, for sure, but some of that darkness is because I'm using a dark gray ceiling and a dark blue flooring, along with a dark gray wall. Maybe retexturing is in order 
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Posted by ReNo on Wed Jul 28th at 3:29pm 2004
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Posted by Crackerjack on Thu Jul 29th at 12:46am 2004
An idea for lighting up the rubble area: Have a construction looking like (one on a stand) so it looks like they were trying to clean it up. And lighting should be alot better in that area.
As for the new screens, the hallways look a bit boring, but that maybe due to your R's not sure. The arched area looks real nice.. maybe some alpha textures for detail?
[addsig]Posted by Yak_Fighter on Thu Jul 29th at 4:17am 2004
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Posted by Yak_Fighter on Tue Aug 3rd at 11:32am 2004
Here's the final area. It's not completed and is way too bright, but eh. I've got a lot of work to do to finish by the deadline, but here's hoping!
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Posted by ReNo on Tue Aug 3rd at 3:00pm 2004
Doesn't look way too bright to me mate, I reckon it could use more light
The central expanse of floor seems to be lacking any sort of illumination judging from the screenshots. While there are loads of nice accenting light fixtures, there is a real lack of functional lighting I'd say. Perhaps a nice arrangement of light spots on the floor could look good.
I'd be interested in doing a critique if you want - PM me a link or tell me to go to hell, your call ![]()
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Posted by Yak_Fighter on Thu Aug 5th at 12:25am 2004
Critique away!
http://yak_fighter.tripod.com/reclamation_beta5.zip
Some things to remember as you're running around:
-layout isn't complete, since I haven't made a bunch of connecting hallways
-most of these hallways are there only as visblockers, I really hate hallways myself :
-the dead grunts on the ground are there to show how the lighting will play on entities
-my gamma is set at a little over half on the slidy bar in steam
-the tank area is getting changed
-r_speeds are no worry at this point
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