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    Thread: Specular Maps Only Make Things Brighter?
Post: RE: Specular Maps Only Make Things Brighter?

(04-25-2012, 08:12 PM)lllDash Wrote: Can you send us a screenshot? if your using Windows 7 disable full screen mode, restart game, and press "PrintScreen" to capture the image. I ran into things lik...
Krymtel Development Support 5 4,546 04-25-2012, 09:01 PM
    Thread: Specular Maps Only Make Things Brighter?
Post: RE: Specular Maps Only Make Things Brighter?

(04-24-2012, 08:59 PM)palistov Wrote: You could bake an ambient occlusion map onto your diffuse. HPL2 needs a lot of shading detail done directly on the diffuse map. There's no way I know of for usi...
Krymtel Development Support 5 4,546 04-25-2012, 08:03 PM
  Information Thread: Specular Maps Only Make Things Brighter?
Post: Specular Maps Only Make Things Brighter?

Is there any way to have specular maps make things dimmer in Amnesia? It seems that the specular map is additive only and only makes things brighter, rather than have black to not reflect light and wh...
Krymtel Development Support 5 4,546 04-24-2012, 08:47 PM
    Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion

Development will continue for Amnesia: TDD. Expect it to be completed in about two months or so.
Krymtel Custom Stories, TCs & Mods - Development 41 51,646 03-10-2012, 05:07 PM
    Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion

Alright i'll wait till after tomorrow til I consider the votes. All votes count, and thanks to those who have voted so far :D
Krymtel Custom Stories, TCs & Mods - Development 41 51,646 03-05-2012, 07:25 PM
    Thread: Spacies [Fullconversion - Looking for 3D-Artist]
Post: RE: Aciestov

The lantern looks fantastic, can't wait to see how it looks like in-game :). Good luck with the city and outdoor environments man, it's gonna kill you :P
Krymtel Custom Stories, TCs & Mods - Development 170 242,031 02-28-2012, 05:05 PM
  Shocked Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion

Well, need your opinions on something important guys. Check out the poll!
Krymtel Custom Stories, TCs & Mods - Development 41 51,646 02-28-2012, 05:04 PM
    Thread: Water Monster
Post: RE: Water Monster

(01-21-2012, 03:54 PM)Tripication Wrote: ...this has never happened to me before...make sure ur liquick area isnt bigget than it should be?That's probably the problem
Krymtel Development Support 6 6,085 01-22-2012, 01:11 PM
    Thread: .mdl?
Post: RE: .mdl?

Do you have the textures for the model? If you do, make a material file with the Material Editor.
Krymtel Development Support 18 17,402 01-22-2012, 01:02 PM
    Thread: .mdl?
Post: RE: .mdl?

(01-21-2012, 01:10 PM)Tripication Wrote: Hey guys, im looking to try and import a Source.mdl file into blender, so that i can make it an Item entity, is this possible?You could import it into Maya w...
Krymtel Development Support 18 17,402 01-21-2012, 02:39 PM
    Thread: Expand inventory?
Post: RE: Expand inventory?

Sorry it didn't work out, but good luck :D BTW I think it would be a good idea to make those gas canisters stackable, but I'm sure you have your reasons to not make them like that. Just saying! :P
Krymtel Development Support 13 11,378 01-21-2012, 02:37 PM
    Thread: Problems with non-despawning monster
Post: RE: Problems with non-despawning monster

Try this maybe: void SetEnemyDisabled(string& asName, bool abDisabled); As in... void SetEnemyDisabled("NAME OF ENEMY", true); Or, if it's part of a function... SetEnemyDisabled("NAME OF ENE...
Krymtel Development Support 6 4,727 01-21-2012, 10:51 AM
    Thread: Expand inventory?
Post: RE: Expand inventory?

So, did it work?
Krymtel Development Support 13 11,378 01-21-2012, 10:39 AM
    Thread: How to remove Tinderboxes?
Post: RE: How to remove Tinderboxes?

So nothing happens? I know this won't work, but maybe add a .ent extension so the script looks like this... RemoveItem("tinderbox.ent");
Krymtel Development Support 5 4,340 01-20-2012, 03:29 PM
    Thread: Expand inventory?
Post: RE: Expand inventory?

Yeah, you could do that only if you made a total conversion. All you have to do if you have a total conversion is go to the file called game.cfg (by default). Hit control 'f' or apple 'f' (for macs) a...
Krymtel Development Support 13 11,378 01-20-2012, 03:25 PM
    Thread: My thoughts on Custom Stories
Post: RE: My thoughts on Custom Stories

My story starts off with the player not knowing anything about where they are, but it, like plenty of other custom stories, takes its own path thereon and builds up from there. That's pretty much the ...
Krymtel Development Articles 78 104,854 01-17-2012, 08:37 PM
    Thread: Dark Room 2 Abridged Released!!!
Post: RE: Dark Room 2: Agrippa Contest now open!

(01-15-2012, 02:21 AM)flamez3 Wrote: Leeroy Jenkins Make a door explode open and a random grunt runs through the door into a another one (the player can't move and it just watches)That's not too ha...
Krymtel Custom Stories, TCs & Mods - Development 175 248,438 01-15-2012, 03:05 PM
    Thread: New story on the way!
Post: RE: New story on the way!

(01-13-2012, 09:47 PM)Elven Wrote: Just tip - don't get used to making very huge maps. Huge maps == lots and lots and lots of lag to many users :P...Also, a lot of torches might also create a lot o...
Krymtel Custom Stories, TCs & Mods - Development 14 15,071 01-14-2012, 07:47 AM
    Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion

Thanks :) My only concern is the mirror at this point because I'm not sure if it will reflect anything and whatnot. I'm going to test that now.
Krymtel Custom Stories, TCs & Mods - Development 41 51,646 01-14-2012, 07:44 AM
    Thread: Eidolon - A Total Conversion
Post: RE: Eidolon - A Total Conversion

Finally, I've finished the cave. I've attached the screenshot to the main post :)
Krymtel Custom Stories, TCs & Mods - Development 41 51,646 01-13-2012, 04:55 PM