DXMP_StrangeDocks
- [FGS]Chees
- Cherub/7H
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- [FGS]Kalman
- Throne/6G
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Re: DXMP_StrangeDocks
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)
Re: DXMP_StrangeDocks
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 gfx renderer ftw!
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
- chin.democ.
- chinny!
- Posts: 2823
- Joined: 10 Aug 2006, 17:19
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Re: DXMP_StrangeDocks
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
- Throne/6G
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Re: DXMP_StrangeDocks
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
Anax, 2027 uses ENB Series, and it's bloom effect makes bright pixels more intensive