GORT on 19/3/2006 at 03:58
Quote:
sluggs: BTW, is that a new corona bitmap i see there?
It sure is. I made it in corel photopaint 9. You'll also see 'em in my FM set that's coming out.:cheeky:
A little note here about a few of those objects.
The clock models and that fan light have joins that move.
Too bad I couldn't get the wheels to move on the wheel chair.:p
mr_luc on 19/3/2006 at 16:35
YOU ARE THE WIND BENEATH MY WINGS
mr_luc on 19/3/2006 at 16:36
I can INDEED! [email]carcdr@gmail.com[/email]
R Soul on 19/3/2006 at 17:00
Those last ones are nice, but the two cuboids at each end need a different texture (i.e. replace1.gif).
Sluggs on 19/3/2006 at 21:18
Streuth! :wot: There's no need to quote those pics. They're making this page take an age to load up. :p
Schwaa2 on 20/3/2006 at 00:11
Neilsen74,
there was discussion awhile back about light casting...
Those columns will probably light best if they are actually divided several times vertically, the poly limit will still be plenty low for Thief to handle.
Another relative topic for anyone who plans to use alot of terrain objs outside. Unfortunately I discoverd this on my latest project I have been working on. Sunlight(or in my case moonlight) won't cast shadows ON objects if they are in the light source.
So I have some tall columns, the top should be lit by the moon, but the bottom is in a shadow cast by terrain, the terrain next to them is dark, but they are lit all the way down.
I divided them vertically and gave them more shape so BSP wouldn't optimize them and yet they still fully light up.
This doesn't happen with obj or hacklights, just sun/moonlight
Schwaa2 on 20/3/2006 at 00:12
Quote Posted by GORT
It sure is. I made it in corel photopaint 9. You'll also see 'em in my FM set that's coming out.:cheeky:
A little note here about a few of those objects.
The clock models and that fan light have joins that move.
Too bad I couldn't get the wheels to move on the wheel chair.:p
I could probably help you out there, send me the file.
mr_luc on 20/3/2006 at 02:56
Quote Posted by Schwaa2
Neilsen74,
there was discussion awhile back about light casting...
Those columns will probably light best if they are actually divided several times vertically, the poly limit will still be plenty low for Thief to handle.
Another relative topic for anyone who plans to use alot of terrain objs outside. Unfortunately I discoverd this on my latest project I have been working on. Sunlight(or in my case moonlight) won't cast shadows ON objects if they are in the light source.
So I have some tall columns, the top should be lit by the moon, but the bottom is in a shadow cast by terrain, the terrain next to them is dark, but they are lit all the way down.
I divided them vertically and gave them more shape so BSP wouldn't optimize them and yet they still fully light up.
This doesn't happen with obj or hacklights, just sun/moonlight
I thought about that too -- only workaround that I can think of is to use them in situations where it's feasible to fake the shadow with the texture. Fortunately, the replase0 textures on objects makes that easier for the level builder to do.
It might make it easier, since we're talking about terrain-overlaying/replacing objects here, to mock up the things in DromEd brushes, as examples of "it would be nice to have a smoother version of this brushwork as a rplas obj, as a building block for other stuff."
You guys are fantastic. I got 'em in my email. I can't believe that I am actually dromeding again. :laff: Seriously, you have no idea how weird this feels for me. But I'm more productive than I had been 5 years ago; all of those years of programming have changed the way I approach problems like level-building ... I am having a blast. ;) Rock on guys!