Test Chamber 4 - Portal Style (video + Screenies included!)

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Whysopro?
154 Posts
Posted Jan 03, 2011
Replied 27 minutes later
By looking at the media videos?
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Groxkiller585
652 Posts
Posted Jan 03, 2011
Replied 4 hours later

Whysopro? wrote:
By looking at the media videos?

The only one I know of it the laser cube. That one is definetely smaller but the others look the same.

I can easily shrink them though, $scale in the QC would make quick work of it.

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Whysopro?
154 Posts
Posted Jan 03, 2011
Replied 44 minutes later
Really? Wow that would have helped me when I was learning about models.
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Groxkiller585
652 Posts
Posted Jan 04, 2011
Replied 8 hours later

Whysopro? wrote:
Really? Wow that would have helped me when I was learning about models.

Yup. By default, $scale is 1 (duh) so if I made it 0.8 it would probably be small enough. If I made it 2 it would be twice as big, etc. ( it can go pretty high, one of my models I exported incorrectly and it tried to cram ALOT of polys into about 4 inches by 4 inches of space. Had to up the scale by 45, that's how tiny it was.

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Whysopro?
154 Posts
Posted Jan 04, 2011
Replied 5 hours later
Whoa! That's extreme why not just recompile it bigger? Or was that the problem...how strange.
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hanging_rope
435 Posts
Posted Jan 05, 2011
Replied 12 hours later

Groxkiller585 wrote:
Whysopro? wrote:

By looking at the media videos?

The only one I know of it the laser cube. That one is definetely smaller but the others look the same.

I can easily shrink them though, $scale in the QC would make quick work of it.

I am pretty sure they are smaller. Look at The end of the aerial faith plate 2 video and notice the size of the cube. Then look at a cube from portal 1. Portal 2's is quite a bit smaller. You can also notice in that video that the cube goes through the portal sideways and does not get stuck. In portal one it would get stuck. (I could be wrong though.)
Sorry to be off-topic. Don't feel pressured to change the size of your cubes because of this, I don't think anyone will notice.

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Groxkiller585
652 Posts
Posted Jan 09, 2011
Replied 4 days later
Update:

BTS area. Very small area for a reason; I want to show you how the BTS areas will look without many spoilers, as well as to show you the textures. Support model's phong is still WIP. also may edit the observ texture, seems too bright with the CC I made for the chambers.

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Groxkiller585
652 Posts
Posted Jan 17, 2011
Replied 7 days later

Only showing this because it is old and I am removing the plant models I made because they refuse to light properly. They either are too dark or too bright.

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Groxkiller585
652 Posts
Posted Jan 19, 2011
Replied 2 days later

Phong's a bit too bright, but opinions plz!

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Whysopro?
154 Posts
Posted Jan 19, 2011
Replied 2 hours later
I agree, it's a bit too bright. The bump mapping looks too deep as well.
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p0rtalplayer
1,366 Posts
Posted Jan 19, 2011
Replied 1 hour later
Perhaps considering upping the resolution? It looks a little blurry/pixelly in places, which wasn't really an issue with the original portalgun, but looks a little odd on yours.
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Groxkiller585
652 Posts
Posted Jan 20, 2011
Replied 8 hours later

p0rtalplayer wrote:
Perhaps considering upping the resolution? It looks a little blurry/pixelly in places, which wasn't really an issue with the original portalgun, but looks a little odd on yours.

:O

But it's 1024 X 1024! (made the NRM that big too but it is optimized)

I can't go higher, if I go higher then the PG's texture gets blurry.

where exactly does it look pixelly?

EDIT: I did fix the too-dakr cracks, I felt it was too dark too:

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Whysopro?
154 Posts
Posted Jan 20, 2011
Replied 23 minutes later
There we go, now I think it looks great!