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Marvel "Thor Hammer" 3D LED Light

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Changed face painting behavior: if you select a tool besides Select, Magnify, or Camera while you're in face painting mode, FP mode will be deactivated. All accessible areas should be enclosed by light probe volumes - if you have dynamic objects suddenly flashing really bright or whatever, you may have missed a bit

The clip plane now uses the texture on existing faces of the brush you're clipping when it adds a face to a brush. It used to add whatever texture you currently had selected, which was a pain if that texture was water or slime or whatever. Added "Paste Special" feature. This is pretty handy - it allows you to specify the number of copies to paste, and an accumulative offset/ rotation vector to modify each pasted object. The basic light entities do not come with a "glow" as you'd expect to see in a foggy or misty area. To provide this, either compile and run the map with HDR enabled, or add a point_spotlight (with dynamic lighting off unless needed), env_lightglow , or env_sprite entity.

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ignorenormals - Ignores normals of vertex data to calculate lighting. This is extremely useful for foliage and other thin types of vertex meshes. Pay attention to how much sunlight your yard gets during the day, and use that to manage your expectations for how bright the lights will be and how long they'll last into the evening. Solar lights, compared to low voltage and line voltage outdoor lights, are safer and more DIY-friendly since there's little to no wiring required at all," says Sarah Jameson, marketing director of Green Building Elements. "In most cases, there is no need to bring in an electrician to install it."

You can now use the . and DEL keys in the face properties bar (that is, you can enter decimal values.) Enhanced Auto Visgroups. A larger number of Visgroup categories, as well as an improved interface makes Visgroups more powerful. They were extremely weak, even with the tier set. They were basically just generators, only pressed for holy power. One vertex will snap to grid when you use the arrows to shift it, if it was not already on the grid. Select the overlays you just placed (and ONLY the overlays you want) and name them all the same. Use "indlights_1" for this tutorial. Then open up the env_texturetoggle you previously placed, and enter the same name into the Target Brush(es) field. Now name the env_texturetoggle "texturetoggle_lights_01"

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Fixed a crash when an entity in the game data file had a type "flags" or "choices" variable and another variable of the same name but with a different type. The only way to test this would be to add this error to the FGD file. In the cell before the one the player enters, he may bear witness to an unsettling scene involving a citizen explaining his predicament. Here there is a tungsten light hanging from the ceiling. This is probably because a fluorescent light would clash too much with the small, cubic room. (Fluorescent lights are usually used for corridors and large areas.) However, off to the side, is a disembodied light_spot, whose sole purpose is to provide the mood lighting for the scene.

Added the Game Configurations tab. Support for loading multiple .wal and .pak files. Browse textures per container. Edit the Quake 2 surface attributes. View) hide paths - this acts much like the hide items command. It will hide any path made with the Path map tool.Source Engine materials system. Materials created with the Source Engine's advanced shader-based texturing system are properly rendered inside the Hammer Editor. rmf ( Rich Map Format) is added as the default save format. This allows for saving vis groups and arbitrary brush shapes. Naming a static light makes it more expensive. Only name lights when you need to. Multiple lights sharing the same name are cheaper than lights with separate names.

Your light won’t have a visual source, however—it just appears from nowhere. You’ll be able to fix this in the next article. Hold down ⇧ Shift to select/deselect all of a solid's faces. SHIFT must be combined with CTRL to select multiple solids' faces. Added "show connections" feature to the View menu. When ON, the 2D views display lines from targets to their triggers. Restructured menus a bit - in particular, the "View" menu now contains the Map View 2d/3d commands. Fixed pasting & object creation. New objects are now created in the current 2D view (of course), and are centered in the next most recently used view.The lights have eight different modes (combination, waves, sequential, slow glow, chasing/flash, slow fade, twinkle, and steady), providing plenty of ambient lighting options to choose from. While we tested the pure white lights, the set is also available in blue, warm white, green, purple, orange, and multicolor. They can stay illuminated for up to 10 hours, and you can set them to turn on and off automatically or use the manual power switch. It is free to render, as additional static lights only alter that which is already being processed. light A static, omni-directional point light source. (e.g. a naked light bulb or flame.) light_spot A static, uni-directional point light source. (e.g. a torch or flashlight) The conical beam angle cannot exceed 90°. light_environment Provides two linked light sources: This replaces the legacy light_omni, and is a much more flexible, capable omni-directional light type. These lights will be fine in normal rain and snow showers, but you may want to bring them inside during heavy downpours combined with wind. You'll often see the water protection listed as an IP rating, an international standard that looks like "IP45."

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