Nameless Voice on 22/11/2020 at 02:18
What would I create a cubemap of, since whatever it is has to work as a reflection for wherever the texture is used (including FMs)?
I'd imagine whatever cubemap would be heavily blurred to allow it a little more leeway, but it still might end up looking odd in a lot of cases.
ZylonBane on 22/11/2020 at 04:31
Yeah, it's got to be totally abstract for this kind of thing. Just blurry blobs of light. If you look in my 400 patch, there's one called gloss_cube.dds that's like this. I wouldn't recommend using it since it has some tiling issues, but it wouldn't be too hard to make something similar in DromEd by creating a spherical room and scattering random lights around.
nicked on 22/11/2020 at 11:30
I'd be wary of using any kind of render pass for stock texture replacements, because the render pass is resource intensive and you might end up inadvertently killing the framerate on missions that use that texture a lot.
Nameless Voice on 22/11/2020 at 12:30
Certainly worth keeping an eye on, but I'll do some testing on areas just filled with complex materials.
I might consider adding the option to disable reflections for slower hardware.
ZylonBane on 22/11/2020 at 16:09
I'd think additional render passes for window textures would be fine, since there are very rarely more than a few onscreen at once.
There is a conditional syntax built in to the material system for checking whether it's running in DX9 mode, which could be used to disable reflections.
Nameless Voice on 22/11/2020 at 17:31
You can also check for specific, named config variables if you want to.
There's also reflection passes on some of the shinier metals and tile floors, which I'm not entirely sure about yet.
R Soul on 10/12/2020 at 17:42
Are there any download links to earlier versions of the EP?
Sometimes I find that I prefer the look of a previous version of a texture, and I'm currently using the various texture packs for custom things that look sort-of like the originals without having to be perfect drop in replacements.
Nameless Voice on 10/12/2020 at 23:29
Hmm, they're versioned on Google Drive, but I don't think there's an easy way to get links to the older versions.
I've uploaded them to my server: (
https://nameless.zanity.net//thiefep/) here.
I've also put the current WIP version there, in case anyone wants a preview. I'll probably need some help with testing it soon, but I still have a few more textures left to sort.
(Sorry, my server's connection speed is a little bit slow.)
R Soul on 11/12/2020 at 14:28
Thanks NV. I'll have a look at them to see what's what. I can only think of a few that have changed however.