van HellSing on 13/10/2009 at 20:36
Quote Posted by Beleg Cúthalion
I think it's not so much dirt but an organic look. All the dirty props in the last row of historical/fantasy movies for instance looked artificial to me after a while. What has always buggered me about the DarkMod's graphics was that it didn't look really organic to me. Nice and pretty and beautifully-built, but not...how should I call it? Catchy, charactertistic, something like that...
This. Same problem I have with the texture packs for TDS. The textures are higher res, but they just lack soul. Too smooth, to clean, I don't know. But they make the game feel artificial.
Melan on 13/10/2009 at 20:46
Looks like the perfect job for the editing community! Coincidentally, I thought (and still think) the textures in Thief 2 were too clean and too bright compared to the ones in Thief 1, and this was pretty much remedied by Calendra's Legacy (which is how T2 should have looked in the first place). So: learn TDM's texture creation rules and get working! People could finish a pretty good texture pack by Christmas. :cheeky:
Fidcal on 13/10/2009 at 21:30
Yes I think the Thief community has produced even better textures than the original OMs. It all takes time so we're looking forward to see what a wider range of enthusiasts can come up with. It does come down to manpower. I think we have a decent basic range of texures myself.
Neb on 13/10/2009 at 21:46
I want to make it clear right now that if/when I start releasing missions with custom content made by myself (textures, models, audio, prefabs, etc), all of it can be used in TDM projects without my permission unless I say so.
Is anyone else interested in some kind of opt-in agreement like that? I'd be more than happy to let any of my work get reused. (Assuming I actually make any missions and that they're any good :p )
Has there been any internal discussion about this kind of thing?
Fidcal on 13/10/2009 at 21:57
Thanks Neb. It has been discussed but only informally. Dark Mod FMs generally include a readme.txt so you could put a note on that for a start. You can also extract useful components and sections as prefabs, eg, a table or a staircase. I'm hopeful we'll have a contributions section on the website where you can share stuff. As for using parts of your FM that might be like it is now for Thief - just include a message in your readme and any without, users can try to contact the author and ask.
New Horizon on 13/10/2009 at 21:59
I think once people use the textures, and see how the grime decals work...they'll see how flexible the whole setup is.
jtr7 on 13/10/2009 at 22:29
Bump-mapping's too intense, the contrast is too high. The pillar's look odd with that diagonal shadow pattern across them. The lighting and coloring are too TDS and mono for my taste. All modifiable, though, right? The floor would look good if the chipped surface edges were edges not blurred--can't help that one I presume.
New Horizon on 13/10/2009 at 22:36
Quote Posted by jtr7
Bump-mapping's too intense, the contrast is too high. The pillar's look odd with that diagonal shadow pattern across them. The lighting and coloring are too TDS and mono for my taste. All modifiable, though, right? The floor would look good if the chipped surface edges were edges not blurred--can't help that one I presume.
It looks beautiful ingame.
SubJeff on 13/10/2009 at 23:12
Seconded.
That's one of my favourite screenshots from the upcoming TDM beta release. Looks very nice in-game.
Of course this is a moot point for you jtr as you aren't going to be able to play it, are you? Shame.