Legacy Thread
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- Illuminati
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Right, uh... anyway...
The Hong Kong textures are looking absolutely smashing. If I may venture a tentative suggestion (disclaimer: this is a suggestion and I realize you are under no obligation to implement it so please don't flame me I come in peace!) I think that wall texture could do with a bit more grime on it. I love it already, though, just sayin'.
The Hong Kong textures are looking absolutely smashing. If I may venture a tentative suggestion (disclaimer: this is a suggestion and I realize you are under no obligation to implement it so please don't flame me I come in peace!) I think that wall texture could do with a bit more grime on it. I love it already, though, just sayin'.
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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The main 2 things are the whiteboard and the cathedral texture, both of which had people (well, 2 people - one of which was Zylon in both cases) not shutting up about how we removed "critical plot details" ( ) and made the game ultra unrealistic. In both cases we said not to continue the discussion about it because we had made up our decision, but they continued - that's the problem I'm trying to highlight.Jetsetlemming wrote:Considering nobody's had a problem for thirty pages or so now, don't you think you're being a bit melodramatic CP?
Jonas, I'll add some more grunge to it now.
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How big can you make the texture and still have it fit the level? Can you, for example, make one square of the texture cover most of a wall, instead of it tiling over and over again, thus allowing for lots of unique details like grime and grunge and scrapes and stains? Would making the texture like that screw up the design and level placing?SnipaMasta wrote:The main 2 things are the whiteboard and the cathedral texture, both of which had people (well, 2 people - one of which was Zylon in both cases) not shutting up about how we removed "critical plot details" ( ) and made the game ultra unrealistic. In both cases we said not to continue the discussion about it because we had made up our decision, but they continued - that's the problem I'm trying to highlight.Jetsetlemming wrote:Considering nobody's had a problem for thirty pages or so now, don't you think you're being a bit melodramatic CP?
Jonas, I'll add some more grunge to it now.
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Well, some engines use a method of irregular tiling, so you have 2 textures of the same thing that tile and the engine randomizes the placement of them. The only engine I know that supports that is Half Life, though. I'm not sure if it would be possible to include more than one window on a texture without screwing it all up. Unless you had 6 windows on each texture. The final texture resolution for that, however, would be 3072X3072 and considering how many skyscraper textures are in that scene you would immediately run out of video memory.
I've added more grunge to the building in the background and fixed the tiling problem on the sign. I just haven't re-imported because I'm a bit lazy.
I've added more grunge to the building in the background and fixed the tiling problem on the sign. I just haven't re-imported because I'm a bit lazy.
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I always had the impression that sign was supposed to be a neon sign, hence the green glow. It kinda looks like irradiated cement there, don't you think?SnipaMasta wrote:Well, some engines use a method of irregular tiling, so you have 2 textures of the same thing that tile and the engine randomizes the placement of them. The only engine I know that supports that is Half Life, though. I'm not sure if it would be possible to include more than one window on a texture without screwing it all up. Unless you had 6 windows on each texture. The final texture resolution for that, however, would be 3072X3072 and considering how many skyscraper textures are in that scene you would immediately run out of video memory.
I've added more grunge to the building in the background and fixed the tiling problem on the sign. I just haven't re-imported because I'm a bit lazy.
Dig the ground tiles, by the way.
The old one definitely doesn't look like neon to me. Just some sort of semi-transparent plastic lit from within, I guess.
The ground texture looks awesome
The ground texture looks awesome
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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- Joined: Tue Oct 18, 2005 3:57 am
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Yeah, I always thought it was a fluorescent bulb lighting up green plastic with letters. You know, the average "convenience" store sign.
Looks fine to me.
Looks fine to me.
Jonas wrote:The old one definitely doesn't look like neon to me. Just some sort of semi-transparent plastic lit from within, I guess.
The ground texture looks awesome
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