Beleg Cúthalion on 1/2/2008 at 19:49
I can see only two. :erm: Escri looks good, I try to create more block-like elements myself, just to see how people react to something T1/2-like.
@Judith: Do you refer to any kind of volumes? :weird: I have copied some navmesh subtractors and maybe one for deep water (but that did not work anyway at the first time and was postponed) but I had no crashes because of them...for now.
Ziemanskye on 1/2/2008 at 20:11
I clone the bejeezus out my navmesh subtractions and have never had any problems. Haven't tried cloning volumes with scripts or anything attached though, which I guess might cause problems
Flecha das Sombras on 1/2/2008 at 20:15
Quote Posted by Beleg Cúthalion
I can see only two. :erm: Escri looks good, I try to create more block-like elements myself, just to see how people react to something T1/2-like.
Links should be working now.
What do you mean by "block-like elements"?
I think I have an addiction for making big spaces with few details... my missions for T2 were the same way.
Maybe I am a megalomaniac... :cheeky:
EDIT: Objectives for mission 2 done!
Judith on 1/2/2008 at 21:00
Clarification: I should have narrowed it down - I meant volumes except for water/navmeshsubstraction volumes. Those with scrips are susceptible in particular. Looks like my vocabulator is malfunctioning lately ;)
Btw. If you'd like to have some nice, cool hi-res textures in your mission, just let me know. I have 80-90 texture pack, already with matlib file, ready to use under T3ed. :)
Flecha das Sombras on 1/2/2008 at 21:24
Looks a good idea!
Does the "Tools->Replace Textures" really work?
And what about the fps? Will it lower too much?
Beleg Cúthalion on 1/2/2008 at 21:39
Ah, thanks, that's a relief!
With block-like elements (and this time my expression was a little lazy) I meant the more simple architectural elements like you have them in Thief 1/2 - but also with more modern buildings, unlike the sophisticated ones from TDS. My daily railway always led by some old and half-abandoned industrial buildings from late 19th to early/half 20th century: Bricks, grey wood etc., which reminds me a lot more of Thief than the gothic cathedrals clearing is so eager to post in the real-life-associations thread.
About the textures; yeah, if you have a whole palette, Judith, I'd be interested, too. Maybe I finally stop working on this damned brick stone texture...hehe...I did not want to use str8g8's one because I would have felt like a cheap copier. Using John-P's high-res palette in T3Ed, I had/have no real performance drop; in fact this was the least reason for it to go down.
Judith on 1/2/2008 at 22:59
Ok, this is it, SFX 7zip package. Size: 41 mb. Uncompressed: 140 mb :ebil:
(
http://sv657.sendspace.pl/file/zNgijW1a/xhdeqj0jQWNCm8OH/TexturePack.exe)
Instalation instructions:
1. Extract to your T3Edit main folder. Don't worry, it won't mess up anything in your install, as those textures are in separate subfolder.
2. Go to your PCTextures folder, you should find 'Judith' folder there. Copy it to Textures folder.
3. Launch T3ed. In texture browser select 'import matlib', choose 'JUD_texturepack.mlb'. Enjoy :)
Notes:
A) Textures look best when scaled down 8 times (0.125), but some of those look good even if you scale them down 16 times (0.625) - e.g. Canal_floor_dirty.
B) They shouldn't slow down the performance but could prolong loading times.
C) Textures do increase the ibt file size and you have to add PCTextures/Judith folder to the package, if you plan to release mission with those textures.
D) Sometimes everything runs fine under the editor, but running the 'baked' mission with GL results with hall of mirrors efect at the very beginning. If so, add System/Shaders folder to your package as well and try again.
E) (Design note, most of you probably know, yet just in case) You can "paint" stock SM's with those textures to avoid inconsistence in your mission. Just select some other SM, then the desired texture and press left ALT + LMB. To save your results RMB-click your SM and choose Staticmesh-> add skin, and fill the skin name field. Some results won't be good because you can't change the UVW mapping under the editor, but generally it looks fine.
Some final thoughts:
If you expect some photorealistic textures, then you might be disappointed. Most of them were painted or converted from photos to look like painted. Apparently Flesh engine looks better with painted textures, while "realistic" surfaces look a bit out of place.
Judith on 2/2/2008 at 09:46
Oh, and the texture replacer does work, I tried it lately, everything is fine. But it will be better to replace them manually, as you'll have to change the scaling and alignment.