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DVL-Blaze   Posted 5th Sep 2005 7:49pm
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Post 312 / 372

Not so much that I have trouble with using it, it's the fact that when I geo with full bright, any texture with that option gets that non calculated lighting texture.there anyway for me to avoid this besides taking out geo? I don't want my mario section of my map to lose it's "image".
{DVL} Blaze
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 Modified Sep 5th, 07:50pm by DVL-Blaze
goober   Posted 5th Sep 2005 7:59pm
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Post 430 / 265

take off the geo in that room??
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DVL-Blaze   Posted 5th Sep 2005 8:01pm
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Post 313 / 372

nah, cuz no matter where you are when you geo, it will affect those textures with the option anyways
{DVL} Blaze
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 Modified Sep 5th, 08:12pm by DVL-Blaze
goober   Posted 5th Sep 2005 10:06pm
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not if they have a portal between them
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DVL-Blaze   Posted 5th Sep 2005 10:10pm
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Post 314 / 372

no they still do so retract that tongue mister I have the map portalled. I decided that I guess I have to cut my losses and make the sky look somewhat ugly
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RF Grim Reaper   Posted 5th Sep 2005 11:01pm
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Post 347 / 902

Try using 'Ambient Light' room effects, they can make a level look full bright if used correctly
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FuryThor   Posted 5th Sep 2005 11:49pm
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Post 141 / 831

Quoting RF Grim Reaper
Try using 'Ambient Light' room effects, they can make a level look full bright if used correctly

You are right grim but I would to bit otherwise.

Room effect with ambient light work, but I would suggest using combination of ambient light color setting from level properties menu, and use room effect ambient light only if there is rooms that need to differ from rest of level.

Since you need portals to control room effect areas.
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RF Grim Reaper   Posted 6th Sep 2005 1:31am
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Post 348 / 902

Yes but to get the full bright effect normal lighting usually doesn't quite cut it ( it looks odd because it's non uniform ), setting the levels lighting high could work but those settings mainly seem to effect the player and objects. And only mildly effect how bright a map actually is
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