|
Post by gordonfreemannr2 on Jun 18, 2009 14:23:59 GMT
|
|
|
Post by john88z on Jun 18, 2009 16:42:06 GMT
Are you using a texture with models/ in the name?
|
|
|
Post by gordonfreemannr2 on Jun 18, 2009 18:25:04 GMT
nope it's a tile texture (btw. Did I mention I'm working in ep1? Just incase that makes any difference <.<)
|
|
|
Post by Eatbeavers(SWE) on Jun 18, 2009 18:33:59 GMT
thoose images are very low res can you get hige res pictures they will help me....
|
|
|
Post by gordonfreemannr2 on Jun 18, 2009 19:22:54 GMT
Hey again. Well I think I just fixed it by switching to another texture. I think a tile texture is not so very fitting for a ceiling. But what simply happened before was that the elevator you see in one of the pics are supposed to fall and some bright lights turns on in the end to give you the effect of fire etc. But my ceiling reflected the fire (lights) even before they were turned on, and it even reflected it a little too much <.< so if anyone knows how to prevent a surface to cubemap something. Please tell me. That would help me in the future :3 Thx anyways guys. I really appreciate your help
|
|
|
Post by 3kliksphilip on Jun 18, 2009 19:24:00 GMT
I don't see much wrong with them.
|
|
|
Post by gordonfreemannr2 on Jun 18, 2009 22:55:46 GMT
well it's probably hard to see it here but ingame the ''reflection'' is really cut off at the edges and it looks really ugly. As I said I think I just fixed it by changing texture but still it was very ugly <.< imagine only one square shaped peice of the ceiling reflected some bright light you can't even see in a dark room and the rest of the ceiling is normal <.<
|
|
|
Post by 3kliksphilip on Jun 19, 2009 13:35:40 GMT
Make the whole ceiling the same block and the reflection will carry on for all of it.
|
|