ZylonBane on 26/10/2012 at 15:48
Quote Posted by Renzatic
Sigh. Damn. If you, ZB and Larry all agree it should be redone, I'll do it. It'll take a vote to move me, because I kinda like it as is.
The main thing we should be concerned about is that it will line up properly with the OMs/FMs that turn any of the books into switches.
Yandros on 26/10/2012 at 17:10
I agree, I don't think it's that important to match the density of books but to make sure OM book switches work in the original placement (although can't that also be adjusted by DML?) Speaking of, someone needs to improve the book switch. I have a book switch in DCE but used a book object.
LarryG on 26/10/2012 at 20:08
More than sloppy. It looks non-existent. Gar!
Renzatic on 26/10/2012 at 21:45
Quote Posted by ZylonBane
The main thing we should be concerned about is that it will line up properly with the OMs/FMs that turn any of the books into switches.
Gotcha. I'll do it, but like I said, I want to take a break from it and do another texture before I begin the do over. It shouldn't take nearly as long the second time, because, if I'm following the original more closely, most of those shelves will only have 3 books copy/pasted into nice, tight rows.
I think I'm gonna start KWALL10A.
Also, from NV's shot, it's weird, but my texture doesn't look that much higher res than the originals. I barely noticed he was using mine until I gave it a second glance.
ZylonBane on 26/10/2012 at 22:08
Quote Posted by Renzatic
Also, from NV's shot, it's weird, but my texture doesn't look that much higher res than the originals. I barely noticed he was using mine until I gave it a second glance.
Not so weird, considering the distance from the viewer of the old shelves. They're filling space on the screen barely larger than the native resolution of the texture itself.
It does, however, throw into stark relief the differences in color and composition between the two. One advantage that I hadn't realized until now is that by packing the shelves as LGS did, with very few open gaps, the texture looks much less "painted on" when viewed from oblique angles. Not so much a better sense of depth, as lessened cues to the lack of depth.
This is really the sort of texture that screams for bump/displacement mapping, but getting that in Dark would probably require gutting the renderer and rewriting it from scratch.
Nameless Voice on 26/10/2012 at 22:46
Quote Posted by Renzatic
Also, from NV's shot, it's weird, but my texture doesn't look that much higher res than the originals. I barely noticed he was using mine until I gave it a second glance.
The original is also one of the few textures in Thief 1 which is already 256x256.
Renzatic on 26/10/2012 at 23:59
Quote Posted by ZylonBane
It does, however, throw into stark relief the differences in color and composition between the two. One advantage that I hadn't realized until now is that by packing the shelves as LGS did, with very few open gaps, the texture looks much less "painted on" when viewed from oblique angles. Not so much a better sense of depth, as lessened cues to the lack of depth.
Good point. I can add the missing books in on my original right fast, since they're actually, just turned off. I seem to have an obsession with too much variety, and it's caused me some grief with this texture.
Quote:
This is really the sort of texture that screams for bump/displacement mapping, but getting that in Dark would probably require gutting the renderer and rewriting it from scratch.
Rewriting the engine would be the start of it. I shudder to think at the amount of pain everyone would have to go through making Thief look good with bump and displacement maps. It'd take tons more effort than just slapping on a bunch of new textures. Like relighting all the levels, upping the geometry to make the displacement maps look good...
...yeah, it'd be a horrible idea, and I hope that never happens. We've got TDM for our modern renderer Thief needs.
Renzatic on 27/10/2012 at 03:29
KWALL10A question:
Would you say that wall is messy, old, uneven brick, or old plaster? I'm leaning more towards the former, myself.
Just whipped this up out of 3 textures...
Inline Image:
https://dl.dropbox.com/u/3018396/KWALL10A_Test.jpgThink it'll work as the base?
LarryG on 27/10/2012 at 04:11
My opinion? KWALL10A is a stuccoed over adobe brick wall where some of the stucco has fallen off. I can't find a good example of what I mean right now, but something like these, but the damaged sections are smaller. The shape of the brick is somewhat visible through the stucco, and the bricks are wholly visible where the stucco is missing.
[ATTACH=CONFIG]1445[/ATTACH]
[ATTACH=CONFIG]1446[/ATTACH]
[ATTACH=CONFIG]1447[/ATTACH]