Dooh Nibor on 6/4/2010 at 20:39
Wow, I always loved the skies from T2, but this is waaay better now, beautiful! Well done! :thumb:
jermi on 6/4/2010 at 21:51
Quote Posted by The Phantom
Ambush screenshot: the shade in the lower left corner in the background, is that part of the sky or actually land?
It looks a bit like a modern day suburb to me and therefore out of place in combination with the factories.
If we're talking about the same thing, that's part of the distant art. Maybe it's the lights that make it look like a suburb. I don't see it myself, though.
Quote Posted by Melan
The one in baseline TMA is pretty blah, but this -- this is perfect (and I would
love to see a TDM version!). How did you create it?
The original is pretty unimpressive, but I'm not sure I could do any better with a 512x128x8 texture.
TDM ... cubic environment? Should be pretty trivial.
This was modeled in 3dsmax, rendered (scanline renderer, cylindrical panorama) in several passes and composited in Photoshop. I used Tyson Ibele's (
http://tysonibele.com/Main/BuildingGenerator/buildingGen.htm) Building Generator to make some buildings, most of them I modeled from scratch.
Quote Posted by PsymH
Is it also possible to play fanmissions with this sky package? :)
The only thing this does to FMs is to replace the star field. Everything else is too invasive to do "blindly". However, I've been thinking that it should be possible to come up with reasonable parameters for many FMs simply based on the existing values in the mis file.
Yandros on 7/4/2010 at 02:39
Would the new distant art not serve as a drop in replacement for distcit1 and distcit2?
Springheel on 7/4/2010 at 12:58
Wow, Jermi, those are amazing. Easily the best city backdrops I've seen.
Quote:
TDM ... cubic environment? Should be pretty trivial.
Would you be open to having them used in TDM? City backdrops are an area that is very lacking at the moment.
Melan on 7/4/2010 at 13:06
Quote Posted by Springheel
Wow, Jermi, those are amazing. Easily the best city backdrops I've seen.
Would you be open to having them used in TDM? City backdrops are an area that is very lacking at the moment.
I hope the answer is yes. These beauties in high-res... Love is in the air. :laff:
SiO2 on 7/4/2010 at 14:26
Ooh. Nice! :thumb:
I noticed this, though:
Quote Posted by jermi
<li>Put these settings in your ddfix.ini: <ul> <li>Thief2Extensions=1
<li>EnableFogFix=1
<li>EnableLifeOfThePartyFogFix=1
EnableLifeOfThePartyFogFix is for the "Life Of The Party" OM only. It may break fog in all other missons that use fog. Is EnableLifeOfThePartyFogFix=1 absolutely necessary? I was thinking of removing it from future versions of DDFix.
jermi on 7/4/2010 at 18:55
Quote Posted by Yandros
Would the new distant art not serve as a drop in replacement for distcit1 and distcit2?
It should, since I matched those maps pretty closely, even though there's not that much detail to match. What I'm worried about is that detailless maps can be placed almost anywhere with any aspect ratio at any brightness and alpha and the player will accept it. But when there's loads of detail, it suddenly becomes very difficult, and you'll spend a lot of time tuning the parameters before coming up with something non-distracting. So I'm not too confident about simply dropping in a replacement in a random FM, it could easily look terrible.
I guess I'll be getting back to that soon.
Quote Posted by Springheel
Would you be open to having them used in TDM?
I have no objection to that. You can grab the dds and use it right now, if that is suitable for TDM - it's a cylindrical 180 degree panorama. Hmm ... the alpha trickery in this dds might make it difficult to use.
Quote Posted by SiO2
EnableLifeOfThePartyFogFix is for the "Life Of The Party" OM only. It may break fog in all other missons that use fog. Is EnableLifeOfThePartyFogFix=1 absolutely necessary?
I'm afraid it is. I haven't found any other solution that really works, and I've tried them all. With this mod, the only thing EnableLifeOfThePartyFogFix "breaks" is locational fog in Masks - by making fog global. Whether that is bad thing depends on personal taste. Either way, it's not possible to break fog in Masks worse than it already was.
The biggest problem, I think, is having to go and change that setting in the ini file when switching between OMs and FMs.
Quote Posted by SiO2
I was thinking of removing it from future versions of DDFix.
Please don't. :p I still maintain that you should instead rename that option to something more descriptive, like ForceGlobalFog or something. That's what it actually does, right?
Albert on 8/4/2010 at 16:59
Quote Posted by SiO2
Is EnableLifeOfThePartyFogFix=1 absolutely necessary? I was thinking of removing it from future versions of DDFix.
Well, as long as some older FMs get fixed so they run fine without that LOTP boolean (There are a few, like Raid on Washout Central, which works best with the LOTP boolean set to 1), I don't see why we need that extra fog fix option.
EDIT: After reading through the thread, I also take Jermis argument into consideration. Is it at all possible to come up with an alternative way, instead of removing that LOTP boolean, that we instead look somewhere else, like an update to Dark/Garrett Loader that checks a small tag in the FM zips files on whether it recommends the LOTP boolean on or off, maybe?
Though really, my first idea is much simpler, but risks destroying a certain feel that most FMs have. Not to mention, we would have to hunt down alot of these older FMs, as I've only found one, so far.
But what do I know? I was just hoping one of these solutions would be considered possible.