lpfreaky90 wrote:
@FourthReaper: I think I want to steal that water texture you made there, it's lovely!
Go right ahead! 
||```
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/c3m2_hflowmap_a"
$flow_normaluvscale 155.0
$flow_worlduvscale 0.5
$flow_timeintervalinseconds 0.2
$flow_uvscrolldistance 0.075
$flow_bumpstrength 0.4
$flow_timescale 0.35
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0005
$flow_debug 0
$reflecttexture _rt_WaterReflection
$reflectamount "1"
$reflecttint "{ 190 190 190 }"
$reflectskyboxonly 1
$reflectonlymarkedentities 1
$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 60
$lightmapwaterfog 1
$fogcolor "{ 50 65 75 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
$pseudotranslucent 1
$waterblendfactor 0.98
}
```||
Though I might always change this to my liking later on in development... Also, beware when making lighting in the water, that you have to fake it. Only the surface gets lit, and underwater needs to get lit with underwater lighting...
RustyDios wrote:
@FourthReaper: The water looks good. The light underneath really gives that "comfortable" test area element. And those new screens of penrose03, can't wait to try it out. Was that a whole Surface Division Field roof ?
lpfreaky90 wrote:
@RustyDios: Seems like FourthReaper made an entire Surffac Divisio Field as roof =D
Yes I did, ain't I a rascal? 
RustyDios wrote:
And yes in the "yellow" room I'm using the "yellow" force deflection fizzler (the red death one just didn't fit as a way to block the player in that room).. the texture is on a 128x128x1 brush, set at 0.25x/y scale and centered to the face? Am I doing something wrong with the texture aligning, it does good in game when your at "eye-level" with it... ..
From what you say I think the picture quality just obscures the details. If you can see the borders on both fizzler and Force Deflection Field, that will be fine.
Discussion on 'real' lighting, too long for full view if you ask me...
||> RustyDios wrote:
Also you mention "real lights".. what are those? Currently I have a collection of light entities dotted around in a square formation (one in each corner) set to 240 240 240 200 small radius. Also the big light prop in the centre has a block in it with a light texture ( I assume it lights up, because the room lit with just that prop at first until I started fleshing things out). And the room also has a 192x128 obs-lab in it, mid-way up the south wall.
Maybe all that is too much light ? I know I should at least switch to light_spots because, well, they look better ... maybe even those glass lights...
lpfreaky90 wrote:
Real lights are the the instances in portal 2/sdk_content/maps/instances/lights usually the light panels you see in portal 2. It's just something I like to see ^_^
||
Yes, though the instances are optional, you should foremost make use of light emitting textures and observation labs (in my humble opinion). Don't rely on light entities, especially if you configured them yourself. That might make things look less natural.
Oh, and spongy, nice work. The grid floor is quite unique, and nice sharp shadows. But I agree with lp, be carefull with the brown one. It's not a color in your standard RGB color-scheme, and might not fit. Though the red one is obviously more red, if you can always see both you won't get too confused. 
And Ruby, nailed the warm lighting, seriously. Best looking out of your three screens of the room. The cold test was imo the least succesfull, though you may disagree. This, however, looks great! Also, you seem to be one of the only people left to properly align indicator strips. Keep it up! 
EDIT: Just figured out that that really reminds me of a better looking version of my design perspective... Just deadlier, with the slime pit.
Sooo, how about a long post, eh'?