str8g8 on 26/8/2008 at 15:51
Pure awesomeness :)
massimilianogoi on 26/8/2008 at 20:26
the metallic structure are polygons, or are just texture?
Judith on 26/8/2008 at 20:28
It's a simple BSP sheet with texture on it, not a static mesh :)
Beleg Cúthalion on 26/8/2008 at 20:45
...but it could be practical to have it on a static mesh (with frame etc.) placed inside the subtract brush...? Again, what about this breakable glass material from the museum displays etc.? Could that be combined, at least for everything that is not stained glass?
Judith on 27/8/2008 at 10:04
Yes, it could be a part of a whole window static mesh, with frame, etc. But the pane itself should be still a flat surface - you don't need to model the metal framework. As it goes for breaking - I don't know, if it was a simple glass then assigning the same set of scripts/properties as in the museum mission would be fine, but stained glass doesn't break so easily and for sure not in the same manner.
Martin Karne on 28/8/2008 at 06:17
Sexy windows.
:thumb:
massimilianogoi on 9/3/2010 at 01:53
I am handling these kind of textures for a shop's glaze. I have noticed that the AIs won't see me at all through the glass, while instead they do it in the Thief 2 fan missions. I am wondering if there is a way to do this in Thief 3 too.
It seems that turning off the Physics Hull to None of any static meshes prevents them to be seen, so in fact they are invisible. Otherwise, turning it to Exact or Artist-Generated makes it solid, prevents the AI to see me, that is improper for a normal, transparent glass...
Kurshok_Warrior on 11/3/2010 at 16:36
Amazing work.