New Horizon on 14/10/2006 at 16:58
Quote Posted by Schwaa2
Nice work, too bad it's abondoned. Hopefully someone will finish it up.
Well, it's only abandoned in Dromed. :) The mission will still live on in Dark Mod.
PinkDot on 14/10/2006 at 17:04
Quote:
I think that torch is actually by Eshaktaar. If not, he's done one that's remarkably similar, that I'm using in a few of my missions in progress.
Must be just coincidence - all custom stuff you can see there is made by me.
The torch actually glows when burning, and stops glowing while doused.
Candle also uses two models (lit and unlit) and was made the same way (using Nameless Voice's idea) but for some reason it does not work properly. Maybe somebody else could fix it in his mission.
Eshaktaar on 14/10/2006 at 17:18
Yeah, it's not the same torch. I used existing T2 textures for mine.
Haha, the bookshelves are crazy. How many polys are they?
DrK on 14/10/2006 at 17:50
Fantastic work ! The books are awesome, very nice archways... And I love the footprints in the snow, just brilliant !
PinkDot on 14/10/2006 at 18:37
Quote:
Haha, the bookshelves are crazy. How many polys are they?
More than 900 hundreds (but less than 1000) as far as I remember. :) They're quite performance hit, when many on the screen - I think that's mostly because they're build of plenty of seperate meshes - it means more vertices to take into light counting.
Some bookshelves have fixed textures but most of them have Replacement Textures. The best way to work with them, in my opinion, is to add them to the archetype and assign already some TexRepl properties. This way when you put them into mission they will be already textured and you can change textures individualy on concrete objects. Better workflow - in two words...
Quote:
And I love the footprints in the snow, just brilliant !
I was going to make more snow textures with footprints. My idea was to make progressive footprints on guards paths - the more you see them coming on the walls or around the buildings, the more footprints appear.
R Soul on 14/10/2006 at 18:45
Quote Posted by PinkDot
The best way to work with them, in my opinion, is to add them to the archetype and assign already some TexRepl properties.
That will prevent that texture being available to other things that use it. And the texture must be on one of those other things in order for the renderer to find and apply the correct palette.
In other words, TexRepl should only go on concrete objects.
The mission looks really nice. I remember seeing a photo of the building that clearly inspired you, but I can't find the thread...
Dr Sneak on 14/10/2006 at 18:59
Oh my God! It's beautiful!!!! kind of like Undying but 1000 times better!!!:eek:
PinkDot on 14/10/2006 at 19:52
Quote Posted by R Soul
That will prevent that texture being available to other things that use it. And the texture must be on one of those other things in order for the renderer to find and apply the correct palette.
In other words, TexRepl should only go on concrete objects.
I encountered problem with wrong (missing) texture palletes on my lanterns, so you're right that it's better to put TexRepl on concrete object.
But I actually never had that problem with my books and bookcases. I was unaware of that problem, when I made my first bookcases, which had fixed textures, and actually they had all 16 book cover skins applied. So putting that one object into mission solved automatically the problem with "activating" all texture palletes and let me work quickly with other books related objects.
Anyway - thanks for mentioning this issue.
But I'm not sure what you mean by 'preventing that texture being available to other things that use it'...
Quote:
The mission looks really nice. I remember seeing a photo of the building that clearly inspired you, but I can't find the thread...
I'm curious what it looks like. :) Is it the shot of library' building from the Name of The Rose by any chance...? :) Cause that was my inspiration for sure.
Sluggs on 14/10/2006 at 21:54
I had a look at these two levels earlier, and was rather impressed. Your architecture is very good, but i was more wowed by the lovely new objects! :D
That Monk is beautifully made and well detailed. I'm surprised Dromed likes it to be honest, but then again, i've noticed that Dromed can handle objects rather well.
The footprints in the snow were a nice touch indeed. :thumb:
The_Dude on 14/10/2006 at 23:29
That monk is amazing. This just does not look like Thief. I can't remember seeing more impressive architecture in a mission. It's a shame but they are miles from complete.