Bump:





Give me any feedback you can, like the color of the doors (currently blue, but I can change them to a yellow or gray color), what additions/changes to the new ceiling stuff you'd like to see, how you like the new water texture, and if you think the new waterfalls are a good addition.
If you look at the first screen shot, the fog sort of covers up the waterfall at the end of the tunnel. Is there a way of preventing this without totally disabling the fog itself? I don't think using $nofog on the waterfall texture would do much good (waterfall would probably just bleed through and look terrible).
Also the envmapping is a little messed up on the walls for some reason. I ONLY want it to look reflective on the green parts. The brown brick parts I don't want to have any reflections at all. I made some simple spec maps that are totally black for the bricks and a light gray for the green parts, but still the bricks are shiny. $envmaptint is set to [1 1 1] to minimize the amount of reflectivity, and the contrast is 1. I'm just...at a loss. If I could get this working then the walls would look way better. Give me some suggestions/solutions if you can, please.
And a small request since I'm freaking terrible with the particle editor. If anyone is rather savvy with it, do you think you could possibly make me a nice fan fog particle effect? A smooth, rotating sort of fog that bellows out slowly and pretty. I want to have an effect like that for each fan duct on the walls, just to add some awesome atmosphere. None of the traditional methods like env_steam or smokestack are good (practically obsolete because of the new particle system). It's ok if no one wants to do this. I'll probably just spend another hour screwing around with the editor to see if I can actually create a decent effect, but 80% of the key values I can't even comprehend, and I don't know what I do and don't need to mess with. D: