У нас вы можете посмотреть бесплатно Waterways Revisited: Half Life 2 Ep 2 Hammer/Source Engine Map или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
Implementation notes below and in Closed Captions. http://dtcwee.blogspot.jp/2016/02/the... Notable exampes of: shadow_control - interior shadows are wrong, but better (I think) than no shadows at all. env_tonemap_controller to rein in HDR: TonemapRate 0.25, AutoExposureMax 3, AutoExposureMin 1, BloomScale 0.3 env_wind npc_seagull - flies along path_corners. Can also use info_node_air(_hint)s for navigation, but not interchangeably, and only once to a flyaway spot. Light rays - Volumetric light models in 3D skybox func_fish_pool uses leech model instead of default Junkola, which is broken. prop_physics tied to static point using phys_lengthconstraint, move_rope, and keyframe_rope. func_areaportal blocks visibility between sections of the map. Usually for optimisation, used here as a device. Curved horizon with haze- a hollow cylinder, inside textured with fog, encircles the sky_camera in the 3D Skybox. func_useableladder - Surface Properties set to Wood for the correct climbing sound. texture lighting - using the white001 texture. Very bright light emitting texture to simulate large fluorescent panels. func_dustcloud and func_dustmote are affected by env_wind fog transition uses 2 env_fog_controllers and trigger_multiples to alternate. Adjust interpolate time to control speed of fog. info_particle_systems used: Waterfall_Spray_01, Waterfall_Cascade_01, Waterfall_Impact_01 Special Thanks to: https://developer.valvesoftware.com/w... http://forums.steampowered.com/forums... http://www.moddb.com/games/half-life-... BanGenKei 12 of 12: Kelong / Ofuro