Legacy Thread
Moderator: DaveW
Thanks to the marvelous EER we now have a texture database where we can upload stuff and get a measure on the progress we're making. I'm thinking about setting up one of those Joomla things (well, a website) so we have an easier place where people can see progress, updates etc.
For now as I'm putting textures in I'm revising a lot of them. A lot of earlier ones were done without understanding or due attention, so I'm putting that right. This is the new FreeClinic Atrium:
For now as I'm putting textures in I'm revising a lot of them. A lot of earlier ones were done without understanding or due attention, so I'm putting that right. This is the new FreeClinic Atrium:
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- Illuminati
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The problem with the bricks in the walls is the baked-on lighting: on the one hand it adds an element of depth, but on the other it very rarely matches actual level-lighting, so the jarring effect is pronounced: it looks subtly wrong, and the result is that your brain tries to rationalise it as a plasticky stuck-on texture.
I think.
I think.
I think the weirdest part is around the windows, because the window frames have no depth but the bricks have, so it looks really odd.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
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- Illuminati
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Thats because the windows aren't finnished yet. It could be quite easily fixed with some wicked shadowing effects on the texture.I think the weirdest part is around the windows, because the window frames have no depth but the bricks have, so it looks really odd.
Using details however we can bring the window out a bit using the same method. It will look pretty good so don't get too worked up, we just need to add some shadowing on the texture to give the windows some depth.That might look a little odd since the window sill is perfectly flat.
I think you'll find the windows use a generic texture from Core_Tex that is probably used for a hundred other shapes and sizes. So no, I'm pretty sure it can't be easily fixed that way.Thats because the windows aren't finnished yet. It could be quite easily fixed with some wicked shadowing effects on the texture.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
-
- Illuminati
- Posts: 3441
- Joined: Tue Oct 18, 2005 3:57 am
- Location: Adelaide, South Australia
- Contact:
You plan to change the map then?
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Yeah, that's definitely a coretexMetal texture. Looks like it's been used on the bench there, too. So adding shadow to that'll be a bitch.
The problem with baked lighting/shading is that it only works if you know exactly when and where the texture is going to be used. If you look at that screenie, the bricks are being illuminated from somewhere by the top right of the texture..but the bricks repeat all the way round the square (and don't mirror), so you've created the impression there's some weird magic roto-light thing going on.
The problem with baked lighting/shading is that it only works if you know exactly when and where the texture is going to be used. If you look at that screenie, the bricks are being illuminated from somewhere by the top right of the texture..but the bricks repeat all the way round the square (and don't mirror), so you've created the impression there's some weird magic roto-light thing going on.