TF on 2/9/2005 at 09:14
Quote Posted by Targa
So how do FM authors use them? I don't remember when I saw an elevator in a mission last. That button has no housing or plate or anything. You just stick the button on the wall?
There's a terrain brush texture just for the elevator buttons to fit into.
Nameless_Voice on 3/9/2005 at 12:13
ZB: Not quite sure what you mean there. Too rusty?
Esh: Those look very nice; downloading now. (That metal on the control panel looks remarkably like my new 'rusty metal' textures, but I don't think I've uploaded those yet...)
ZylonBane on 3/9/2005 at 17:11
Well, the original texture just looked like some greyish metal with red rust all over it. The new one looks like the original door, but covered with black scorch marks and white crystallization.
By the way, it's probably possible to upgrade this door to two stacked 256x256 textures. Normally there's a visible seam when this is attempted, but since the center appears basically the same as the top and bottom, you could most likely hide this artifact entirely.
Nameless_Voice on 4/9/2005 at 12:07
Two stacked 256x256 textures? An idea I was considering for paintings, but I saw a candle holder with no texture on it in an OM yesterday, and was wondering if maybe all these hi-res textures have eaten up all the video memory...? (Or maybe there's some more mundane explanation, like the texture map got deleted somehow. I wasn't quite paying attention at the time, so can't remember which texture it was.)
Eshaktaar on 4/9/2005 at 14:01
If you include a small overlap between the two 256x256 textures and set the UV coordinates correctly, visible seams can be prevented entirely.
I'd still prefer very much if you released the pack for FM creators only and not as a package any FM player can install. It's already difficult enough to ensure that one's mission looks fine on most systems, and recent FMs are hitting the limits everwhere. Spitter used some of the upgraded objects in his FM Saints and Thieves, and I think it's way better if the author can decide what to upgrade and what not.
As arrogant as it might sound, I still prefer to be largely in charge how my mission looks on other machines without having to consider if anybody plays FMs with the upgraded objects installed or not.
R Soul on 4/9/2005 at 14:07
I agree. Imagine if someone downloaded an FM after seeing screenshots full of replaced objects, only to find when they installed it that they could only see the originals.
I'd be pissed off if that happend to my FM because players would no doubt be dissapointed to find that it wasn't just a bug that the replacements weren't showing up.
ZylonBane on 4/9/2005 at 15:28
Quote Posted by Eshaktaar
If you include a small overlap between the two 256x256 textures and set the UV coordinates correctly, visible seams can be prevented entirely.
Are you absolutely certain about this? Whenever I've tried to eliminate this artifact on very simple models (just two flat planes), I've never been able to. The UV mapping shouldn't matter, because the repeated pixels are taken from what's actually displayed. And overlapping doesn't help, since the pixel repetition happens on a per-polygon basis.
The only way I've been able to completely hide this artifact is to take an "if you can't beat 'em, join 'em" approach-- duplicate the bottom row of pixels from the topmost texture into the top row of the bottommost texture, and vice-versa.
Eshaktaar on 4/9/2005 at 15:46
Quote Posted by ZylonBane
The only way I've been able to completely hide this artifact is to take an "if you can't beat 'em, join 'em" approach-- duplicate the bottom row of pixels from the topmost texture into the top row of the bottommost texture, and vice-versa.
That's what I meant with the small overlap. If you place two textures on top of each other, the bottom of the upper texture needs to have one or two pixel rows of the lower texture's top (or vice versa). This allows you to adjust the UV mapping of both textures a little so they end where they are supposed to meet.
dracflamloc on 4/9/2005 at 15:56
Hey is there a place to just download everything thats been done so far so I can use this stuff in the original Thief 1/2 missions?