Yandros on 20/4/2011 at 04:08
I don't have Dromed for TG installed so can't check which textures are actually used, but I plan to work on the Lost City textures (fam\lostcty). I fear my skills aren't up to the task, but we'll see.
I don't suppose anyone with Photoshop has tried (
http://www.alienskin.com/blowup/index.aspx) Alien Skin's Blow Up plugin on the original textures?
jtr7 on 20/4/2011 at 06:02
I'd like to see what it could do for the movies, running each frame through it!
Xorak on 21/4/2011 at 00:29
I believe in keeping things as close to original as possible, but on some textures I think there is a possibilty for some alterations. Specifically, this window:
Inline Image:
http://img694.imageshack.us/img694/8703/windowbl.gif or this door:
Inline Image:
http://img14.imageshack.us/img14/6037/door128.gifIt doesn't seem believable to just leave that space black, especially now with so few limitations to how the missions can be designed. Maybe I could redo the original, and then add a separate texture with a door/curtain or window frame.
jtr7 on 21/4/2011 at 00:45
If it's black black, isn't it transparent? I think the textures should be looked at in context of use, regardless.
R Soul on 21/4/2011 at 01:06
The first colour of the palette is transparent. The actual colour doesn't matter. However with these textures, there is no transparency.
jtr7 on 21/4/2011 at 02:47
I thought LGS used 0,0,0 for the first slot, instead of the hot pink or magenta the community (and a lot of companies) choose to use. I'm interested in knowing the context, since a large black space is an odd choice for Lizotte, unless it's up high in context and generally unreachable without exploits, or something, or it's actually dark grays and obviously unnavigable in-game.
R Soul on 21/4/2011 at 12:44
Quote Posted by jtr7
I thought LGS used 0,0,0 for the first slot, instead of the hot pink or magenta the community (and a lot of companies) choose to use.
A bright colour makes it easier to see if there are any transparent pixels. The colour of the first slot is only important when the texture
is meant to have transparency. The surrounding pixels will blend into that colour before the transparency is applied.
Quote:
I'm interested in knowing the context, since a large black space is an odd choice
My guess is that they were made with physical arches in mind (i.e. real archways you can walk through, alcoves etc, not just drawn onto the texture).
Mortal Monkey on 21/4/2011 at 19:39
I'm frankly quite amazed at how similar you guys have managed to get those textures. I'm also glad to see that NV nitpicking everything to perfection. I was originally skeptical of the enhancement pack, but now I'm definitively going to make it a permanent part of my Thief install.
jtr7 on 21/4/2011 at 22:22
Quote Posted by R Soul
A bright colour makes it easier to see if there are any transparent pixels. The colour of the first slot is only important when the texture
is meant to have transparency. The surrounding pixels will blend into that colour before the transparency is applied.
This is how I've understood it to be, yes, and exactly what I had in mind when I first commented.
As for the context, that's probably the case.