G'len on 3/6/2005 at 21:11
Ok, reduced ring poligons:
- Standard Ring: 50 poligons.
- Ramirez Signet Ring: 85 poligons.
- Two Rings (OM #1 bonus objective): 100 poligons.
- Gem ring: 91 poligons.
I've also enhanced the gem texture (used in other models as well) and the Signet Ring texture.
Files have been re-uploaded so that my previous post contains the updated ring models and their screenshot.
Nameless_Voice on 4/6/2005 at 00:40
Okay, I've updated the list of objects I've made in the first post.
(Ooops, looks like I wasn't the only one to make new potion models...)
Quote Posted by R Soul
They use the original textures.
That's sort of the problem. The objects themselves aren't usually that bad - the main problem is the textures. The ones on the turbines aren't that bad (a bit clean maybe) but some of the others really need replacing.
It's the same with those rings G'len made; the extra polys make them look better, but the low-res 'gold' texture lets them down.
Quote Posted by G'len
So let's make a list of what's need to be done, a list of slav-- err, volunteers, and devide the work.
Divide the work?
Okay, here are two positions if anyone wants them.
The pay is zero (insert appropriate currency here) per hour. ;)
Machinery:Basically, everything under Gizmo (-228) except for all the Switches, the Victrola, and the Telescope. I plan to do those myself. Oh, and there are enough pipes floating around for the moment.
There are a few other things that fall under this category, too. Most of the lifts, MechTower (-5042), ToolBox (-5946), HagenEvidence (-3216), MechDrill (-3261), and all those gadgets and machine parts that are under EndGame (-3115).
Statues:With the exception of the Mechanist angel all the statues are truly awful. Anyone want to try their hand at improving some of them?
Remember that the dimensions of the new objects have to be as near to those of the originals as possible, so as not to have anything floating above (or under) the ground, etc.
Quote Posted by Eshaktaar
...the resulting mishmash will most likely look totally wrong (wrongly textured AIs/objects, resized furniture that doesn't fit, etc.).
I can see what you're saying, but I don't really see what to do about it. I guess someone could check through the FMs for problems where improved models no longer use the textures that were modified by the FM, and try to come up with a workaround. In any case, it can always be used when playing the OMs.
As for resized furniture that doesn't fit, since I'm building all the new models very closely around the dimensions of the old ones, that's unlikely to happen.
Quote Posted by G'len
By the way, do doors work well when they're a complex object rather than a box with a texture and a handle?
They seem to.
* Glances at the new reinforced wooden door *Quote Posted by R Soul
The problem with Vigil's textures is that they change the
style of the texture.
Even with the old blurry texture, those lights didn't really fit in expensive homes. They're too rusty. Anyway, I don't really find them out of place.
Yandros on 4/6/2005 at 01:06
I'm too busy to contribute much to this effort, but I'd like to point out that Targa also did some nice new pews... haven't seen them mentioned yet.
G'len on 4/6/2005 at 08:23
Quote Posted by Nameless_Voice
It's the same with those rings G'len made; the extra polys make them look better, but the low-res 'gold' texture lets them down.
Textures aren't exactly my thing; I'd appreciate help on this subject. That said, I really like my upgraded gem texture.
Also, there are several other models in acute need of re-modelling, such as the bucket, pail, most loot items and the Hammerite altar.
EDIT:A new gemstone is ready:
Inline Image:
http://www.musicexplosion.net/glen/Gemstone.jpgGet it (
http://www.musicexplosion.net/glen/Gemstone.zip) here.
And also a bucket:
Inline Image:
http://www.musicexplosion.net/glen/bucket.jpgGet it (
http://www.musicexplosion.net/glen/bucket1.zip) here.
EDIT: I apologize for doing things that Nameless_Voice intended to do; I've made these models before reading his updated post.
So, here's my own to-do list:- Water Tank
- Shower Head
- Wires (do they need an updated texture? or just better poly models?)
- Alarm Sound Box
- Alchemical Mix (? mechanist jar)
- Bank Basement Window
- Barber Pole
- Bedroll
- Bunsen Burners
- Carts
- Censor Light
- Chains
- Crank
- Decanter
- Dpump
- Mine, Gas Mine and SunBurst Device
- Fan (my specialty :))
- Square and round Grates
- Locker Door
- Mortar and Pestel (sp?)
- Pumps
- Stocks
- Torture Rack
Nameless_Voice on 4/6/2005 at 23:34
Does anyone have a very good candle wax texture? The original Thief one is complete rubbish, and I can't think of any candles to photograph at the moment. It should preferably be the long, yellowish-white runny kind that you see in films.
(Wanders off to look on Google Images)All this mention of SSHTUP reminds me that I was supposed to be making them some new egg models, which I sort of forgot about after trying to make one for a while and not being able to get it to look good enough. I must have another go...
R Soul: After looking at your turbines a bit closer, I have to say that they're a great improvement, but they really need new textures.
Basically, anything that uses textures from
txt instead of
txt16 will never look good, no matter how well modelled it is.
Wait a minute, didn't The Watcher once make an improved turbine texture?
G'len: Well, I think my improved potions look better than yours, but
a) the poly count is much higher and
b) although they are the same basic colour and size, their shape is significantly different (I made them look a bit more like bottles). I'm not sure if I'll keep them or not...
That's okay with the bucket; I hadn't done that one yet.
I have made an alternate gemstone though. More pointy, and I managed to get it to look more realistic by having multiple transparent layers. I'm not completely happy with the texture, though. Maybe I'll use yours, but in fact I'd prefer to get a 256x256 image of some real gemstones.
Quote Posted by Vigil
After all, the fact that NV did some perfectly good crates didn't stop me from doing my own, just for the hell of it
I'd not sure about 'perfectly good'; the wood on those crates is much too clean and new! Your battered and rotten ones look much more realistic. I prefer my crate models with the diagonal bar, though. :p
I'll have to see about making some better textures.
Oh, and that reminds me. The dimensions of your custom crate models are much smaller than those of the original models, leaving your crates floating above the ground more often than not. The proper dimensions are approx 2.00x2.00x2.25.
Quote Posted by Vigil
This all strikes me as being a little too organised, to be honest
Well, it isn't really. I just thought I'd revamp some of the worst orignal objects, and am currently getting a little carried away. ;)
Anyway, if lower-that-best-quality models are created, we can always go over them again later when we realise they are below par with everything else.
BTW Vigil, may I use some of your objects/textures in this package?
Some screenshots:
Inline Image:
http://www.geocities.com/nameless_voice/temp/EP-Before.txtBefore.
Inline Image:
http://www.geocities.com/nameless_voice/temp/EP-After.txtAfter.
[Edit:] Brightened up the screenshots a bit
G'len on 5/6/2005 at 07:32
My first attemp at the Tank failed miserably; I'll have to re-do it next weekend :(.
Amd Nameless Voice, your objects look good - I only hope that their poly-count is good as well.
Vigil on 5/6/2005 at 11:04
Quote Posted by Nameless_Voice
Does anyone have a very good candle wax texture? The original Thief one is complete rubbish, and I can't think of any candles to photograph at the moment. It should preferably be the long, yellowish-white runny kind that you see in films.
(Wanders off to look on Google Images)Actually, I have a pretty good hand-drawn candle texture, as I got started on redoing the candles/candlesticks a while ago. I also started playing around with a static TGA flame for candles which I think looks very nice (built into the candle mesh, not a particle flame - intended to be twitched around subtly with ModelTweq, like the torches).
I didn't get around to finishing them because I got bored and frustrated trying to do a twisted wrought-iron candlestick object which refused to look right (the skin was too shiny, or too dull, or too dark, or too light, or too brown, or too blue...). I suppose this is a reasonable excuse to finish them off.
Quote Posted by Nameless_Voice
Basically, anything that uses textures from
txt instead of
txt16 will never look good, no matter how well modelled it is.
I'd go one step further than that, and say that anything that uses textures from txt16 is highly unlikely to look good either ;) The exception to this being the victorian textures, which were pulled off very well in the original.
Also a reminder, the Thief 1 palette (used by the /txt/ textures) is actually very good, and should be used as often as possible in your own skins.
Quote:
I'd not sure about 'perfectly good'; the wood on those crates is much too clean and new! Your battered and rotten ones look much more realistic. I prefer my crate models with the diagonal bar, though. :p
I agree with you about the diagonal bar actually - the reason I didn't put one in was because I didn't want to look like I was trying to replace your crates completely ;)
I seem to remember I made my crate models 2x2x2, because I wasn't aiming to make them a drop-in replacement at the time - they were only meant to be FM-author addins, and thus I didn't consider the dimensions had to match exactly. Which turned out to be a pretty silly approach.
If you prefer the texture I did, then you could always slap it onto your crate model for this project (though not for the versions on your site).
Quote:
BTW Vigil, may I use some of your objects/textures in this package?
Of course! You're quite welcome to them, as long as the terms of use are respected (i.e., LINK MEH ;))
However, I'll likely continue making replacement objects and skins from time to time, which are bound to overlap with what other people are doing for this project. You'd be welcome to those too, if they're an improvement, but I'm not concerned about overlap in any other respect, or what's on the agenda for redoing.
It's not that I don't like what you and other modellers produce, as there is some really good stuff out there already (though I do have rather strong opinions about how ineffective remodelling is without reskinning) - it's just that I like working on my own stuff regardless of what else is out there.
Vigil on 5/6/2005 at 22:45
I agree with Zylonbane's assessment of the coinstacks. There's too much of a border in between each coin, as if the coins were curved rather than flat. Also, there's not enough vertical variation in the texture (I presume because it's a single coin repeated vertically a dozen times) - If you did the whole side as one non-repeated texture, with little offsets to the coins and differences in the shine, like in the original version, would make it look more convincing.
I think the new pouch skin is too smooth - it could really do with more folds like the original. Also, since the purse is generally found on its side, how about making the model sag rather than having the neck come straight out? That was something that always bugged me about the original.
While the new winebottles are a big improvement, why not darken the regular wine bottle to match the same tone as the original, so that it will be less easy to confuse it with the finewine?