Duke3d original level Lighting "let there be the light!"
#181 Posted 17 November 2010 - 03:30 PM
it is this picture i mean.
i think the blue and red lights is a bit too... big? bright or whatever you say xD i asume the blue light comes from the key card lock and the red light comes from the switch that is actually behind that wall as a secret room. tell me if its not from that secret room and if the blue light is not from the keycard switch. but if it is. it shouldnt be that bright.
please explain what you were thinking so i can understand. it could also be disco-lights that the developers of the map were not able to make because they did not have the tools.
This post has been edited by Jhect: 17 November 2010 - 03:36 PM
#182 Posted 17 November 2010 - 05:08 PM
Jhect, on Nov 17 2010, 04:30 PM, said:
it is this picture i mean.
i think the blue and red lights is a bit too... big? bright or whatever you say xD i asume the blue light comes from the key card lock and the red light comes from the switch that is actually behind that wall as a secret room. tell me if its not from that secret room and if the blue light is not from the keycard switch. but if it is. it shouldnt be that bright.
please explain what you were thinking so i can understand. it could also be disco-lights that the developers of the map were not able to make because they did not have the tools.
Those are supposed to be the "disco" lights. As far as I can remember the original had those colored lights in that area as well. There was only one color of keycard door in that area and it isn't what is causing those lights.
#183 Posted 17 November 2010 - 05:17 PM
Tetsuo, on Nov 18 2010, 02:08 AM, said:
my friend you are right 100% my mistake. i remembered that it was only white lights so that is where i was wrong
This post has been edited by Jhect: 17 November 2010 - 05:18 PM
#184 Posted 18 November 2010 - 03:25 AM
#185 Posted 21 November 2010 - 04:34 PM
e3l1 Raw Meat: http://www.youtube.c...h?v=85pbJCyW9H0
e3l2 Bank Roll: http://www.youtube.c...h?v=RD7ztWuvUZo
e3l5 Movie Set: http://www.youtube.com/watch?v=Q8emoSvUIU8...e=youtube_gdata
e3l6 Rabid Transit: http://www.youtube.com/watch?v=0zhqgFeoN6k...e=youtube_gdata
e3l7 Fahrenheit: http://www.youtube.c...h?v=pkUZJoXKstA
And since no one really comments in this thread, I hope people don't mind if I put up some pictures outlining some of the highlights of the levels and some techniques I used to light them:
Large outdoor areas tend to be lit by large spotlights.
A technique I also included on the first level of Duke it Out in DC (small spotlights on the walls), also the spotlight shows off the model
Combination of a red spotlight and a blue point light make for great visuals here.
Mixing it up with some different colours.
Emphasizing the height with some high-up lights, also good for the journey back down.
Added small blue and red lights to the vending machines. I know they have glow maps but I think it looks better like this. It also lights up the HUD a bit.
Added lights all along the track. However since it's one large sector, polymer seems to have given up rendering light on the floor and ceiling there. At least the walls are lit.
It feels so good to see enemies have proper shadows, especially in the outdoor areas.
#186 Posted 21 November 2010 - 04:39 PM
The walls look nice here.
When it's normally too dark to see on minimum brightness, and there are no sector lights in-game, a dim light does the job nicely.
When there's an elevator, I put a column of lights along its travel path to give an extra sense of movement as well as more consistent lighting. You'll see what I mean when you use it in game.
Edit: If the levels don't look like how they do in my video playthroughs, or you think something should be added, please tell me.
This post has been edited by Micky C: 21 November 2010 - 04:41 PM
#187 Posted 28 November 2010 - 08:53 AM
Make sure yo do not alter map in any way(except for sprites) now wall/ sector operation.
Looking into e3l6.mhk i see light in sector 183 with coordinates 25728 -61568
Opening e3l6.map and i see that it is sector 184 in this coords.
I did same mistake when lighted up my first map, so here's the solution how to transfer lights to original map:
We gonna duplicate all sprites including Lights into original unaltered map.
1. Unpack unaltered e3l6 from grp(using romalooms gviewer or simply opening and saving through mapster)
2. Create one big sector, bigger than whole map.
3. Find some key sprite you will use as guide for alignment.
4. Select all map via shift.
5. Click-grab it and press insert (don't release mouse button yet)
6. move all map far away.
- by now you should have all map sprites hanging in void space.
7. Select all these sprites and move inside giant sector made in step 2.
8. Alt-select this sector.
9. Open original unaltered map. You should have giant sector in this map too.
10. Move all sprires into original map and align them according to key sprite
11!. While all sprites still selected move them to same position AGAIN. (move left and then back right for example) This step is needed for engine to assign valid sectnum to sprites.
12. Delete giant sector
13. Export maphack and check the diference.
And remember: no operation with walls and sectors!
This post has been edited by Devastator: 28 November 2010 - 09:14 PM
#188 Posted 28 November 2010 - 01:10 PM
#189 Posted 28 November 2010 - 02:44 PM
#190 Posted 28 November 2010 - 06:09 PM
I'm just a bit uncertain because some of the lights in rabid transit are working but some aren't. But if this is why they're not working it should be easy to fix.
Unfortunately I have the feeling there are other places where the lights aren't working, so if anyone has some spare time after playing through the levels, also watch he video playthroughs and if they don't match up, just tell me so I can fix it.
Edit: It appears Devastator was right, I followed his instructions and it fixed the lights in Rabid Transit. I'll replace the old code on the previous page with the corrected code as I go and when I'm done I'll email the fixed maphacks to NightFright. Just to be on the safe side I'll redo all my lighted levels.
Double Edit: I've fixed them all and emailed them off. The code on the previous page has been updated
I'm currently working on my own map, but that's not going to be done before I leave for France, so I'll focus my effort until then on getting Hotel Hell done.
This post has been edited by Micky C: 28 November 2010 - 08:16 PM
#191 Posted 29 November 2010 - 04:17 AM
light 328 48384 -63520 -78848 2000 40 40 40 0 0 1536 -1 0 0 0 -1 light 161 42240 -55296 -68608 13000 255 235 225 256 192 1466 -1 0 0 0 -1 light 20 50304 -53760 -27548 5000 255 235 225 442 331 1536 -9999 0 0 0 -1 light 306 27456 -50464 -73728 2000 0 0 255 0 0 1536 -1 0 0 0 -1 light 107 32832 -50304 1416 1500 255 235 225 0 0 1536 -1 0 0 0 -1 light 155 34432 -52096 -47004 1000 50 50 255 0 0 1536 -1 0 0 0 -1 light 260 33280 -43520 -17408 20000 255 235 225 484 363 1536 -9999 0 0 0 -1 light 338 48000 -59904 2440 2000 255 235 225 0 0 1536 -1 0 0 0 -1 light 171 53056 -53760 -12288 500 255 235 225 0 0 1536 -1 0 0 0 -1 light 149 29696 -53184 -74652 9000 255 235 225 276 207 1567 50 0 0 0 9001 light 2 47712 -46016 -36764 4000 255 0 0 0 0 1536 -1 0 0 0 -1 light 87 39584 -51072 -122880 9000 255 235 225 364 273 1536 -9999 0 0 0 -1 light 248 39040 -47360 1124 800 255 235 225 0 0 1536 -1 0 0 0 -1 light 166 32512 -48992 -49152 2000 255 100 0 0 0 1536 -1 0 0 0 -1 light 306 29184 -52096 -73728 2000 0 0 255 0 0 1536 -1 0 0 0 -1 light 206 38656 -45440 -28572 9000 255 235 225 364 273 1536 -9999 0 0 0 -1 light 95 18432 -61952 25700 4000 0 0 255 0 0 1536 -1 0 0 0 -1 light 80 34432 -47872 -50176 2000 255 100 0 0 0 1536 -1 0 0 0 -1 light 164 34208 -47200 -62464 800 255 235 225 0 0 1536 -1 0 0 2 -1 light 83 32544 -47904 -50176 2000 255 100 0 0 0 1536 -1 0 0 0 -1 light 164 31040 -46464 -54272 2000 255 0 255 0 0 1536 -1 0 0 0 -1 light 164 31840 -49216 -67584 800 255 235 225 0 0 1536 -1 0 0 2 -1 light 164 31872 -48000 -63488 800 255 235 225 0 0 1536 -1 0 0 2 -1 light 164 32960 -47232 -63488 800 255 235 225 0 0 1536 -1 0 0 2 -1 light 114 34432 -51296 -61340 9000 255 235 225 414 310 1536 -9999 0 0 0 -1 light 58 40704 -43776 -55296 3000 200 200 0 0 0 0 0 0 0 0 -1 light 305 29600 -50112 -53248 4000 0 0 255 0 0 1536 -1 0 0 0 -1 light 92 23552 -61440 28772 4000 0 0 255 0 0 1536 -1 0 0 0 -1 light 159 15616 -61696 40036 4000 0 0 255 0 0 1536 -1 0 0 0 -1 light 90 18176 -58624 23652 4000 0 0 255 0 0 1536 -1 0 0 0 -1 light 233 29888 -42752 -59392 800 255 0 0 0 0 1536 -1 0 0 0 -1 light 123 46592 -35392 -37888 22000 100 105 127 256 192 1664 30 0 0 0 -1 light 214 26304 -41216 -2048 3000 255 235 225 0 0 1536 -1 0 0 0 -1 light 252 27712 -42624 -50176 3000 255 235 225 0 0 1536 -1 0 0 0 -1 light 256 27136 -45312 -44032 3000 102 94 90 0 0 1536 -1 0 0 0 -1 light 224 26368 -41216 -29696 3000 51 47 45 0 0 1536 -1 0 0 0 -1 light 268 26368 -45312 -16384 3000 51 47 45 0 0 1536 -1 0 0 0 -1 light 308 44352 -43136 -50176 500 255 235 225 0 0 1536 -1 0 0 0 -1 light 158 36864 -57344 256 3000 102 94 90 0 0 1536 -1 0 0 0 -1 light 280 52384 -22240 -63488 4000 100 105 127 0 0 256 30 0 0 0 -1 light 164 31488 -42176 -52224 4000 102 94 90 0 0 1536 -1 0 0 0 -1 light 140 41792 -46848 -55552 4000 102 94 90 0 0 1536 -1 0 0 0 -1 light 344 46528 -51712 -66560 4000 102 94 90 0 0 1536 -1 0 0 0 -1 light 86 44160 -51840 -53248 800 102 94 90 0 0 1536 -1 0 0 0 -1 light 68 34112 -43776 -66560 1500 0 255 0 0 0 0 0 0 0 0 -1 light 69 33856 -43776 -57344 5000 255 0 255 320 240 0 0 0 0 0 -1 light 156 35840 -43712 -57344 3000 0 0 255 0 0 0 0 0 0 0 -1 light 61 39104 -43712 -66560 1500 150 0 150 0 0 1536 0 0 0 0 -1 light 62 38784 -43712 -64998 5000 0 255 0 320 240 0 0 0 0 0 -1 light 355 34112 -40128 -51200 4000 102 94 90 0 0 1536 -1 0 0 0 -1 light 49 38144 -40192 -56320 4000 102 94 90 0 0 1536 -1 0 0 0 -1 light 356 43968 -40448 -53504 4000 102 94 90 0 0 1536 -1 0 0 0 -1 light 307 36416 -46336 -1024 500 255 235 225 0 0 1536 -1 0 0 0 -1 light 168 48832 -47424 -49152 4000 255 0 0 0 0 1536 -1 0 0 0 -1 light 261 33344 -41280 -15360 800 255 0 0 0 0 1536 -1 0 0 0 -1 light 261 41536 -40192 -7168 3000 102 94 90 0 0 1536 -1 0 0 0 -1 light 336 48640 -57600 1416 2000 255 235 225 0 0 1536 -1 0 0 0 -1 light 347 32960 -36672 -8192 4000 102 94 90 0 0 1536 -1 0 0 0 -1 light 259 38912 -40960 -14336 1500 255 235 225 0 0 1536 -1 0 0 0 -1 light 260 33280 -43520 -17408 1500 255 235 225 0 0 1536 -1 0 0 0 -1 light 9 44544 -45568 -2048 3000 102 94 90 0 0 1536 -1 0 0 0 -1 light 237 29568 -41216 -1024 1000 255 235 225 0 0 1536 -1 0 0 0 -1 light 235 29568 -42752 -48128 1000 255 235 225 0 0 1536 -1 0 0 0 -1 light 164 34560 -46208 -53248 2000 0 255 0 0 0 1536 -1 0 0 0 -1 light 138 33408 -54016 -47104 2000 102 94 90 0 0 1536 -1 0 0 0 -1 light 81 32384 -52128 -45980 500 255 235 225 0 0 1536 -1 0 0 0 -1 light 147 27904 -53856 -71680 700 255 235 225 0 0 1536 -1 0 0 0 -1 light 115 34176 -52992 -49052 700 255 235 225 0 0 1536 -1 0 0 0 -1 light 37 32384 -52992 -49052 700 255 235 225 0 0 1536 -1 0 0 0 -1 light 43 32384 -51584 -45980 500 255 235 225 0 0 1536 -1 0 0 0 -1 light 313 50176 -25344 -48128 2000 0 255 0 0 0 1536 -1 0 0 0 -1 light 285 40032 -25728 -60416 2500 255 0 0 0 0 1536 -1 0 0 0 -1 light 169 42048 -36864 -45056 9000 100 105 127 0 0 256 30 0 0 0 -1
Things worth mentioning:
I mixed things up with some colour. Don't shoot me, I think it really livens up the level; afterall it's meant to be a love hotel. Realistically who doesn't like this because it strays too far from the original idea should be playing in software mode. And if you look at these areas with colours, and then replace the lights with white ones, even the most diehard players would say it looks bland. To be fair though, these shots are the only places I really used them.
Yep, this area is lit up by one giant spotlight. There's another biggie outside at the back, and the front, and I think two others somewhere, but there are a lot of point lights as well in areas where either more spotlights would REALLY bring the framerate down, or there would have been little benefit having shadows. I made a lot of use of softer, more ambiant lights in places where there were no ingame lights so it wouldn't be pitch black.
This is one of my favourite things of the lights in the level; the soft, almost moonlight coloured point light (and spotlight around the corner) really add to the atmosphere of a night map and boost the realism tenfold. If I made them brighter the shadows would be more apparent but I prefer it like this.
Comments or suggestions are welcome, I'm doing this for the community so if the community wants something so it will be
#192 Posted 29 November 2010 - 04:49 AM
#193 Posted 29 November 2010 - 11:17 PM
Random screenshots:
The specular mapping is really starting to pay off.
I finally lit a huge area with a point light! People with weaker computers can finally play one of the levels yay! I think a reddish colour really brings out the walls in this level, and helps lend it a unique feel.
I put blue lights everywhere underwater. There are 3 different blue lights for different purposes in Flood Zone. One is the darker blue (pictured) which is used for normal water, a paler, whitish blue is used for underwater rooms where there would be lights, and a greenish blue is used for the plant infested area.
Bump mapping is also FTW, especially with the softer lights which help more to add contrast to the bumps.
Looks better in motion, although not really, because the spotlight is no longer showing up in the same sectors as the helicopter (but ironically shows up at the edge of one a bit further away). Evidence points towards there being too many lights in the same sector, I'll have to fix that sooner or later but it's not high on my priority atm.
Edit: Well NightFright are you going to play through them all now or do I have to do Freeway first?
Just make sure you have a decent computer, I didn't pull many punches when doing these levels, although Flood Zone and L.A Rumble mostly use point lights for the outside so they'd be easier (Flood Zone is mostly point lights actually)
Here's the code for anyone too impatient to wait for NightFright to add it to his signature:
e3l3 Flood Zone
light 217 37888 -28416 36602 2800 50 45 45 0 0 1536 -1 0 0 0 -1 light 230 34240 -47744 103680 400 255 235 225 0 0 1536 -1 0 0 0 -1 light 84 36352 -30976 35684 2200 50 45 45 0 0 1536 -1 0 0 0 -1 light 217 39936 -32896 44725 2800 50 45 45 0 0 1536 -1 0 0 0 -1 light 163 32288 -40160 52224 13000 150 140 180 356 267 113 50 0 0 0 -1 light 174 45968 -52992 564224 2000 60 60 255 0 0 1536 -1 0 0 0 -1 light 237 -20096 -33024 535552 3000 20 20 85 0 0 1536 -1 0 0 0 -1 light 209 -34320 -36864 576399 7000 20 150 255 0 0 1536 -1 0 0 0 -1 light 151 25056 -46208 96256 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 148 -14352 -40192 545792 3000 60 60 255 0 0 1536 -1 0 0 0 -1 light 184 -20624 -35728 556032 6000 150 150 255 0 0 1536 -1 0 0 0 -1 light 153 -22240 -41712 551936 7000 60 60 255 0 0 1536 -1 0 0 0 -1 light 151 26624 -46208 96256 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 207 -24320 -45312 538624 800 255 235 225 0 0 1536 -1 0 0 0 -1 light 176 -14928 -35136 524288 6000 150 150 255 0 0 1536 -1 0 0 0 -1 light 216 -31008 -42048 551936 5500 60 60 255 0 0 1536 -1 0 0 0 -1 light 64 -14848 -21760 498688 2500 255 235 225 0 0 1536 -1 0 0 0 -1 light 172 55296 -39680 490496 3500 0 255 0 0 0 1536 -1 0 0 0 -1 light 65 -14848 -25872 498688 2500 255 235 225 0 0 1536 -1 0 0 0 -1 light 172 51232 -39584 503808 6000 50 50 150 0 0 1536 -1 0 0 0 -1 light 173 53696 -42416 499712 3500 0 255 0 0 0 1536 -1 0 0 0 -1 light 220 31104 -36416 79872 1400 255 235 225 0 0 1536 -1 0 0 0 -1 light 236 28208 -35712 76800 3000 255 235 225 378 283 1920 -500 0 0 0 -1 light 153 -25136 -44192 519168 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 153 -23568 -44192 528384 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 151 25056 -46208 121856 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 151 26624 -46208 118784 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 151 25056 -46208 163840 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 151 26624 -46208 163840 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 151 25056 -46208 140288 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 151 26624 -46208 142336 1800 255 0 0 0 0 1536 -1 0 0 0 -1 light 67 -4736 -39264 564224 7000 60 60 255 0 0 1536 -1 0 0 0 -1 light 136 45696 -55424 524288 1800 255 235 225 0 0 1536 -1 0 0 0 -1 light 137 45696 -57728 524288 1800 255 235 225 0 0 1536 -1 0 0 0 -1 light 259 30240 -50912 35840 1000 255 235 225 0 0 1536 -1 0 0 0 -1 light 85 32512 -27392 36602 2500 50 45 45 0 0 1536 -1 0 0 0 -1 light 123 33920 -53504 24576 4500 255 235 225 0 0 1536 -1 0 0 0 -1 light 242 19840 -45952 42944 6000 100 90 90 348 261 768 70 0 0 0 -1 light 261 16944 -37120 82944 10000 150 120 180 0 0 1536 -1 0 0 0 -1 light 151 25600 -45824 28672 12000 150 120 180 0 0 1536 -1 0 0 0 -1 light 74 37888 -25600 34816 1500 51 45 47 0 0 1536 -1 0 0 0 -1 light 103 30464 -56576 34816 3000 51 45 47 0 0 1536 -1 0 0 0 -1 light 141 40448 -35584 149504 5000 150 140 180 0 0 1536 -1 0 0 0 -1 light 78 37888 -21760 34816 1400 51 45 47 0 0 1536 -1 0 0 0 -1 light 130 49408 -56576 34816 3500 51 45 47 0 0 1536 -1 0 0 0 -1 light 122 36992 -56576 48128 1000 51 45 47 0 0 1536 -1 0 0 0 -1 light 118 41088 -56576 34816 5500 51 45 47 0 0 1536 -1 0 0 0 -1 light 138 -10608 -34992 550912 4000 60 60 255 0 0 1536 -1 0 0 0 -1 light 170 -17792 -32896 525312 2500 60 60 255 0 0 1536 -1 0 0 0 -1 light 229 34064 -47744 103680 2200 255 235 225 340 255 0 70 0 0 0 -1 light 180 37888 -20736 37888 700 255 235 225 0 0 1536 -1 0 0 0 -1
e3l4 L.A Rumble
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This post has been edited by Micky C: 30 November 2010 - 01:59 AM
#194 Posted 01 December 2010 - 12:17 PM
#195 Posted 01 December 2010 - 02:51 PM
i.e, too many places are like this:
normal ambiant light:
minimum ambiant light:
If TX's vision of replacing sector lights with dynamic lights (actually I'm not sure whether he meant the original levels or just new user maps) will ever come to fruition, episode 2 will have to be redone. But then I'd feel bad for redoing all his work which I'm sure he put a lot of effort into. Yet at the same time, episode 2 can really be livened up with some more colour, and with all the dark shades used, the lights should come off really well on the textures (i.e red lights would looks a deliciously evil blood red).
What does everyone think? Is it good enough as it is? I want comments dammit!
I also checked through episode 4 done by devestator, and it seemed decent enough. He made far more use of soft lights and spotlights than episode 1, and made the levels look really dark and spooky which is excellent, however some places were still unnecessarily left too dark IMO, but it's worth leaving.
If people are happy with episode 2, then the game can pretty much be considered done with lighting.
This post has been edited by Micky C: 01 December 2010 - 03:43 PM
#196 Posted 01 December 2010 - 09:34 PM
#197 Posted 01 December 2010 - 10:23 PM
Micky C, on Dec 2 2010, 12:51 AM, said:
I can send you the maps for ep2 with SE sprites, so you can just alter and add new lights to the existing ones if you like.
This post has been edited by Roma Loom: 01 December 2010 - 10:24 PM
#198 Posted 01 December 2010 - 11:42 PM
I'll start episode 2 next year after I come back from holidays. Perhaps when I'm finished, or earlier, I'll upload all the maps with the SE sprites so that they can be edited down the line for things like hardcoded light switches and other unforeseen advancements. I'll send Devestator a pm regarding that.
#199 Posted 02 December 2010 - 10:45 PM
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#200 Posted 03 December 2010 - 02:42 AM
This post has been edited by NightFright: 03 December 2010 - 02:43 AM
#201 Posted 03 December 2010 - 05:18 AM
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This post has been edited by Micky C: 03 December 2010 - 05:18 AM
#202 Posted 03 December 2010 - 05:26 AM
#203 Posted 03 December 2010 - 02:47 PM
I'll definitely admit that the overlord arena is hard to know what to do with. I ended up putting two green spotlights opposite eachother, and two similar red spotlights at the other two ends, with one behind the door. I left the lights you put in (made them a bit bigger though), and added some yellow ones to the giant cannon attacking earth outside, and to the targeting monitor. As for the arena itself, I'm open to suggestions to rework it. There probably should be spotlights somehow though.
Here's the video playthrough for those who want to see what it looks like or compare it with their own playthroughs for whatever reason. You might need to wait for it to process through: http://www.youtube.com/watch?v=TS4HdowvG7U...e=youtube_gdata
Edit: it's a bit slow at first because I didn't preload map textures.
This post has been edited by Micky C: 03 December 2010 - 02:52 PM
#205 Posted 09 December 2010 - 08:55 AM
The Polymer HRP and maphacks from Nightfright's sig are currently on par with the SVN contents but might not be updated with every upcoming SVN addition.
This post has been edited by LeoD: 09 December 2010 - 09:06 AM
#206 Posted 11 December 2010 - 08:28 AM
#207 Posted 13 December 2010 - 09:21 AM
In a month or so I'll get back to working on episode 2, which probably has priority over my own map in terms of importance. Until then I'm having extreme difficulty not writing this is French
#208 Posted 30 December 2010 - 08:14 PM
#209 Posted 31 December 2010 - 01:18 AM
I'm motivated and ready to jump right back into finishing off episode 2 when I return home in 2 and a half weeks. I'll pump out level 2 in a day just to jumpstart things
#210 Posted 08 January 2011 - 01:52 PM
also some of the colours are just too "fluro" for the enviroments they are in, simply they look out of place being too colourful.
some lights look fantastic while some still need some work imo.
This post has been edited by ozz: 08 January 2011 - 01:52 PM