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[FGS]Kalman
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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 24 Aug 2012, 08:10


I'll fix that small BSP hole, I'll make the blue portal and headlights darker, but headlights need to be really bright (and they seem ok ingame for me)


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anax
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Re: DXMP_StrangeDocks - Postby anax » 24 Aug 2012, 09:31


well i played again, and now they actually look fine :S this is after installing Project 2027 story mod for DXSP, so i think it changed my renderer a bit. those lights now look alright, i would say, tone them down but not as much as i suggested earlier. Sorry, Lol :oops: gfx renderer ftw!


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Re: DXMP_StrangeDocks - Postby chin.democ. » 24 Aug 2012, 12:17


I'm enjoying DXMP_StrangeDocks_beta3 alot, I like the fact I can sit in the warehouse and try to hold off the enemy entering either via the front door, water vent or the conveyor belt. I would love to see a bit more variation of decoration inside the warehouse though, perhaps you could have an open large container in the warehouse with boxes inside and a forklift truck nearby.


[FGS]Kalman
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Re: DXMP_StrangeDocks - Postby [FGS]Kalman » 26 Aug 2012, 20:55


I'll try to make a forklift, but I think it will generate a lot of bsp holes.
Anax, 2027 uses ENB Series, and it's bloom effect makes bright pixels more intensive


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