epithumia on 27/6/2005 at 02:58
Quote Posted by Nameless_Voice
Hopefully he'll post a like to it here soon.
I'm not really sure where I should put this, so I stuck it at (
http://thiefmissions.com/models/EPDemo1.zip) for now.
Speesh on 27/6/2005 at 05:37
Great work NV, that's a vast improvement :thumb:.
Vigil on 27/6/2005 at 08:59
OttoJ - If the problem is too many faces caused by the intersection of crossbars and vertical bars splitting up all the polygons, then you could try resolving this by shifting the crossbars off to a separate submodel.
Normally bsp.exe works on models in much the same way as portalising works on level geometry, in that it will try to split up polygons around any overlapping areas, so that no whole polygon is both inside and outside the model (presumably it does this to avoid ugly z-clipping zigzags, but that really isn't an issue anymore with 3D hardware). But if the intersecting bits are stored in two separate submodels, it will leave them alone. The result can often be a much lower polycount.
Nameless_Voice on 28/6/2005 at 01:01
Hmm, yes, I guess it'll classify as 'models'.
Thanks, Jason!
The_Dude on 28/6/2005 at 08:46
Tried to download the zip and just end up with a html file????
The_Dude on 28/6/2005 at 22:21
... as you asked for reactions! :cheeky:
Things I liked:
Most of the new models were an improvement. The ones that stood out for me were the large table, the candlesticks, the brown book, the collection plate (I'm having that!), the vase (and that!), new potions, the gem and LC Jars, the goblets amd cooking utensils. All of these were excellent.
Things I thought needed improving:
Crates - just did not look very real. The texture is too dark in places and too light in others.
Carrot - you can see the joins here. Needs to be more rounded.
Coinstacks/ playing cards - to me these look a little fuzzy.
Bottles - texture is not right for me, a little streaky? and not like glass.
Wooden doors - I don't like the texture on these (see crates). I'm also not keen on the horizontal strips on the plain wooden door.
Large doors -not keen on the metal texture - looks strange.
Gold and silver - texture for me is too sparkly (like one of Elton John's suits). Needs to be more dull.
Hope this is useful. :erg:
Nielsen74 on 30/6/2005 at 20:17
There are som very good improvements in that Demo, but I think
The_Dude is right about the things that need som more work :erm:
Quote Posted by The_Dude
Things I thought needed improving:
Crates - just did not look very real. The texture is too dark in places and too light in others.
Carrot - you can see the joins here. Needs to be more rounded.
Coinstacks/ playing cards - to me these look a little fuzzy.
Bottles - texture is not right for me, a little streaky? and not like glass.
Wooden doors - I don't like the texture on these (see crates). I'm also not keen on the horizontal strips on the plain wooden door.
Large doors -not keen on the metal texture - looks strange.
Gold and silver - texture for me is too sparkly (like one of Elton John's suits). Needs to be more dull.
there is also the stools, might I add, looks like the legs are made from to pices of wood :confused: and the label on the bottels are invisibel from the back :weird:
The_Dude on 1/7/2005 at 08:00
It's worth noting that the lighting was very bright especially outside so I don't know whether some of the textures would look better in the gloom. Keep up the good work NV.
Nameless_Voice on 2/7/2005 at 01:11
Quote Posted by The Dude
Crates - just did not look very real. The texture is too dark in places and too light in others.
Wooden doors - I don't like the texture on these (see crates). I'm also not keen on the horizontal strips on the plain wooden door.
I agree, those texures need work; I went a bit over-the-top with the contrast.
Quote Posted by The Dude
Coinstacks/ playing cards - to me these look a little fuzzy.
Well, the coinstacks are a 'known bug'; as for the cards... hmm, those look fine when you zoom in, but the texture seems to get 'warped' from farther away. Not sure what to do about it.
Quote Posted by Nielsen74
...and the label on the bottles are invisible from the back.
There was
supposed to be a back on those labels, but it looks like I forgot to include that group of polys when converting the model... :angel:
That'll be fixed in the next version. Which I probably won't upload until I've done a couple more models.
Also, I've tweaked the texture a bit. Should look more like glass now.
And fixed the texture on the stool legs.
Quote Posted by The Dude
Large doors - not keen on the metal texture - looks strange.
I'm not sure if you mean the Cloister Gates (where the metal is a bit too green), or the 4x8 reinforced doors (which have a strange metal texture too). Both could do with a little tweaking.
Quote Posted by The Dude
Gold and silver - texture for me is too sparkly... Needs to be more dull.
I'm not sure I agree with you on this one; 'treasure' items should be sparkly so that they stand out. Maybe I can tone it down very slightly.
Quote Posted by The Dude
Carrot - you can see the joins here. Needs to be more rounded.
Not quite sure what you mean here; that the carrots are not rounded enough? What joins?
R Soul: I think you should modify your red and orange doors to use the same texture
names as the originals. In other words, change the names of the textures to DOrange.gif and DRed.gif - Wherever possible, textures should use the same names, to avoid problems with custom resources in FMs. I haven't always followed this rule myself (mainly when textures are drasticly different), but if the texture setup on the object is the same, the texture should have the same name. That way if someone has a custom DRed.gif in their mission, it will just map perfectly onto the improved door model.
The_Dude on 2/7/2005 at 08:29
I meant the cloister gates (couldn't remember the names of all the objects!) and yes the metal is a little green.
In relation to the nuggets, in reality (as I'm sure you are aware) gold and silver are quite dull metals (unless polished) and do not look as though they are covered in tiny sparkly sequins. I would prefer a more dull, uniform texture but its a very subjective area.
Sorry wasn't very clear with the carrot. I could see separation at the thin end where the sections weren't joined. No?