Nameless Voice on 28/1/2013 at 01:53
I don't like the second one. The bright colours make it look like plastic, and the red parts look like they're just placed in front of the mortar backdrop, rather than a part of it.
I'm not quite sure what to do with that texture, but I think it needs some artistic licence / reinterpretation.
The larger church tiles look awesome, though!
Sadly, each of the four tiles have a distinctive and different highlights, which makes the repeats extremely obvious in-game. The bottom-left tile, in particular, stands out as "the light tile".
In this screenshot, the floor looks like it has a pattern where every second tile is lighter than the surrounding tiles. See the tiles immediately left and immediately right of the one that the nearer Hammerite is walking on.
(
http://i48.tinypic.com/2ih6n8n.jpg)
Inline Image:
http://i48.tinypic.com/2ih6n8n_th.jpg(Click to enlarge)
I regret that in-game testing is something I don't do often enough when commenting on the textures posted here. It can often show tiling problems and issues where the texture doesn't fit into it surroundings well.
LarryG on 28/1/2013 at 01:55
Quote Posted by Nameless Voice
I don't like the second one. The bright colours make it look like plastic, and the red parts look like they're just placed in front of the mortar backdrop, rather than a part of it.
I'm not quite sure what to do with that texture, but I think it needs some artistic licence / reinterpretation.
The larger church tile is awesome, though! :thumb:
The 2nd one: The tiles are too small / the grout is too large, the tiles have too much depth above the grouting.
The 1st one: the tiles could use a little depth above the grout.
Nameless Voice on 28/1/2013 at 02:02
Hey, don't quote me while I'm still editing!
Purgator on 28/1/2013 at 14:53
Inline Image:
http://img694.imageshack.us/img694/1081/tiler.pngI've toned everything down with this one. It's more sympathetic to the original but seems a little flat/dark. What do you think?
The grout is now more discernible in game.
I do agree that WTLE2 needs a complete reinterpretation.
Nameless Voice on 28/1/2013 at 18:09
The tiling is much less obvious now, but I've just noticed an issue with that particular texture, which most likely applies to many, many other textures too.
The palette used by the texture family is different than the one used by the texture itself.
Inline Image:
http://i46.tinypic.com/fdge8z.gifInline Image:
http://i46.tinypic.com/hvbfhg.gifThe image on the left is the texture with its own palette, and the image on the right is the texture using the family's palette (aka as it appears in-game.)
I think the new texture should match the colours as they appear in-game, rather than the ones in the actual texture's palette.
Plus, I suppose I should update all of the original images that I've used on my comparison / index page to use the proper palettes....
LarryG on 28/1/2013 at 18:27
Aren't the replacements going to be paletteless png files for paletteless png folders?
Nameless Voice on 28/1/2013 at 19:26
Yes, of course.
The palette issue that I'm describing is on the original texture.
Purgator based his replacement on what the original image looks like when opened in a graphics program, but it doesn't actually look like that in-game because Thief uses a different palette than the one in the actual image file.
I only noticed it when I took comparison screenshots with and without his texture, and noticed the huge shift in colour tones between the two screenshots.
Nameless Voice on 28/1/2013 at 20:08
It looks like the Thief 1 palette had its saturation increased by about 40-50% in some of the colour ranges.
I tried comparing a random image from the Mine family, and adding a 50% saturation increase to the version using the image palette made it look close to the version using the Thief 1 / family palette.
It's as if LGS decided that all their textures were a bit too monochromatic, and decided to quickly over-saturate everything by adjusting the palette, to give the game world more vivid colours.
You could argue that the less-saturated versions of the textures are how they were originally intended to look, but at this point we're used to the oversaturated versions that are actually used in the game.