Gambini, on 21 June 2013 - 06:03 AM, said:
The sector walls shouldn't be shaded at all except by a light. Otherwise you're stuck with the gradient. If it looks broken up define a normal map for the texture.
Gambini, on 21 June 2013 - 06:03 AM, said:
Gambini, on 21 June 2013 - 06:03 AM, said:
Gambini, on 22 June 2013 - 07:12 AM, said:
This post has been edited by Diaz: 22 June 2013 - 10:08 AM
This post has been edited by Fox: 22 June 2013 - 01:44 PM
This post has been edited by Diaz: 22 June 2013 - 03:31 PM
Diaz, on 22 June 2013 - 03:24 PM, said:
Quote
Tea Monster, on 23 June 2013 - 03:37 AM, said:
Fox, on 24 June 2013 - 03:26 PM, said:
Fox, on 21 June 2013 - 10:09 AM, said:
gamevar musicVolume -1 0
gamevar musicLevel -1 0
onevent EVENT_GAME
// whenever you need to set a track
{
setvar musicVolume 3
setvar musicLevel 4
}
endevent
// There might be a better event or circumstance but it may have to be unsynchronized. I'm not sure.
onevent EVENT_DISPLAYREST
ifvarg musicVolume -1
{
setuserdef[THISACTOR].volume_number musicVolume
setvar musicVolume -1
}
ifvarg musicLevel -1
{
starttrackvar musicLevel
setvar musicLevel -1
}
endevent
This post has been edited by Fox: 24 June 2013 - 07:01 PM
Gambini, on 24 June 2013 - 04:06 PM, said:
This post has been edited by NightFright: 01 July 2013 - 12:44 AM
Helixhorned, on 16 June 2013 - 02:50 AM, said:
Hendricks266, on 24 June 2013 - 06:19 PM, said:
This post has been edited by Fox: 03 July 2013 - 10:58 AM
This post has been edited by James: 03 July 2013 - 10:21 AM
Fox, on 08 July 2013 - 07:24 AM, said:
Fox, on 08 July 2013 - 07:24 AM, said:
Hendricks266, on 08 July 2013 - 08:01 AM, said:
Fox, on 08 July 2013 - 08:52 AM, said:
This post has been edited by Fox: 23 July 2013 - 05:29 AM