My reluctant entry to the flatshading contest. The screenshots look pretty bad, I must admit, but as with the other flatshaded maps the looks change as soon as you see it in game - this map has the most intricate architecture I've ever made.
r_speeds hit 1000 but never too far above.
Discussion
Posted by beer hunter on
Sat Jul 10th 2004 at 9:20am
Ooh... Imagine if the colored part was an animated texture and alternated between all the colors of the rainbow! Seizure city! I would love it! :biggrin:
I was sorta of the understanding that this was the same map retextured
in two different colours, but I just had a cool thought - is the colour
change dynamic? I have no idea how this glow works, but if it was
dynamic and changed colour during gameplay, that would be quite awesome
:smile: Something tells me I'm wrong however.
The glow is automatic, at least if you're using the vertex/pixel shaders. They target lighter values and blur them.
A changing colors theme would have to be done with some texture switching stuff in hammer. :smile:
But, vertex and pixel shaders is a nice addition to HL. (Notice the guy who implimented it is using Cg ... a fairly new language for your videocard)
Posted by Crackerjack on
Fri Jul 9th 2004 at 10:10pm
I was sorta of the understanding that this was the same map retextured
in two different colours, but I just had a cool thought - is the colour
change dynamic? I have no idea how this glow works, but if it was
dynamic and changed colour during gameplay, that would be quite awesome
:smile: Something tells me I'm wrong however.
It looks very different to say the least. What are you going to do about weapons? You can't just leave them lying around on a map that looks like this :razz: . Besides that maybe you should cut down on the red a little, it hurtsss.