demagogue on 3/9/2010 at 17:16
Quote Posted by d'Spair
Yeah yeah yeah, same old talk. Any music journalist who thinks that the latest Guns 'n' Roses album was shit should've written his piece of music instead of criticizing.
That analogy doesn't really work. If you really want to use that analogy, then we aren't talking about GnR's music, we're talking about the music journalists making their own albums and using GnR samples in them, then complaining about the sound of those samples in their own music. Your starting point is that the journalists have *already* made their own piece of music; that's what "Fan Missions" are.
Now if people were using Guns 'n' Roses samples in their own music, then yes, I think it's a perfectly valid response to say to them that it's counterproductive to just complain about how shitty the GnR samples are you're using in your own music. It's ultimately *your* music that you're making, so you should have the last say about what's quality, not complaining to Axel that his voice doesn't sound good enough for your song.
If the mapper really hates some asset so much -- and there are plenty out there that need work and we always need more; nobody is denying that -- then they should consider making their own. That's an issue every mapper has to contend with when they are working with a finite toolset... They can't create their own maps without it, but it comes with costs... The more you want each individual asset to accord with your own high standards, the more time you have to spend making your own assets and not mapping. Then there's a cost-benefit ratio for every asset. Do you want to spend 10 hours re-making this one brick to look a little better for the 5 seconds a player will run by it and hardly notice (or insist someone else do it for you)? If it looks a lot better then, yes, maybe you do... But if you did that for every asset, you'd spend 6 years of work before you could even start making your first room, which would suck for the people making maps and the people who want to play them. It's just the reality of how games are made in the real world that everybody has to deal with.
Now if you want to critique just as a fan that's playing the game, not as a mapper, then I do think it's fair to comment on the decisions a mapper made in using this or that asset vs. not making their own, but then I think you really should have these kinds of issues in mind that the mappers & TDM-team have to deal with if your comments are going to have any credibility.
Schwaa2 on 3/9/2010 at 20:38
Quote Posted by d'Spair
Ok, let's take a look at the official TDM site.
(
http://www.mindplaces.com/darkmod/fidcal4.jpg) For Example
I have no idea why exactly, but all stone and brick textures lack subtlety and pseudo-3D look. They look like wallpapers with brick images, not actually bricks.
Well, I don't agree with the ONE brick texture in there looking like wall paper. But that's my opinion, I think it's a decent texture.
But still, even in that shot I don't see the 'plasticy' thing. Maybe it's not that good of a texture by current game standards, but does that make TDM un-playable?
Still, I guess all I can do is reguritate: We could use help. Any texture artists out there who want to contribute for the greater good of the community? Just say so.
Anybody not want to play TDM because the graphics 'aren't up to par'? I guess you could always play T1, T2 or T3 instead. We all know they have the most top notch up to date graphics available :tsktsk:
d'Spair on 3/9/2010 at 21:40
Quote:
Or, you could look at this example:
(
http://www.mindplaces.com/darkmod/training1.jpg)
I think you'd be hard pressed to say the bricks in this shot don't look like actual bricks.
Like any fan-created project that spans six years, some art assets are better than others.
Yes, this one looks really good.
Quote:
The journalist already knows he has nothing to do with what he's building a career critiquing. You are part of a community built upon freely distributed effort. Not everyone can contribute to the same level of course; some are simply more driven, talented, etc. But everyone can contribute something (even detailed testing) if they think and try hard enough (beyond just despair).
Okay. Let's do it this way. If you want to hear opinios on your mod, before you ask for them, make note that you are only accepting opinions from those who contributed something to it. If a person didn't help the Dark Mod team, he has no rights to speak. Fine?
The Dark Mod is a great effort. For a fan-made mod, I'd say it's an exceptional effort. But that doesn't mean everybody around must think that it's perfect by any standards.
lost_soul on 3/9/2010 at 22:31
"beep beep back the truck up." :)
I don't remember anybody saying TDM is perfect. Sure, there are still bugs to be fixed and issues to be ironed out. For example, my game still blows up on occasion while quicksaving and performance could be improved. That's not the point.
The point is that these guys put in years of work so that the community can have a cross-platform Thief-style toolset/game that *will get better with time and evolve*, not worse. When the Doom 3 sources are released, TDM can become a stand-alone project like this:
(
www.urbanterror.net) ... or this
(
www.tremulous.net)
It is under the control of the Thief community. The graphics can be improved, features can be added, multiplayer can be implemented, you name it.
Compare this to (for example) Thief 1, which was always my personal favorite. Sure it was and is still great, but the graphics ain't gonna get any better. There is only so much the community can do to enhance T1/2 without the source code. So, just please try to show the TDM developers some respect for putting their feet forward and creating something that can actually be under the control of the gaming community. There are already 30+ missions and they just keep getting better.
Springheel on 4/9/2010 at 12:15
Quote:
So, just please try to show the TDM developers some respect
I'm a developer, and I don't think d'Spair was being disrespectful. His point:
Quote:
This is probably one of the reasons why some textures in The Dark Mod (and enviroinments overall as the result) look boring and flat.
is essentially valid. Some of our textures are excellent and some are boring and flat. My only objection is to the generalization that "environments overall" look boring and flat. Some might, depending on the textures used, but many of them look fantastic.
SneaksieDave on 4/9/2010 at 12:57
Eh, the mod and its creators don't really need respect any more than anyone/thing else. And critique is welcome (not like it would stop if it wasn't, but if it wasn't they wouldn't have put up with my (and others') crap for 6 years, or instituted a bug forum and bug tracker). Finally, no one ever asserted TDM is perfect. There's plenty of work yet to be done (part of the reason for the plea; it's a community project and it needs community help to improve).
The point, which I thought I already made but I'll try once more, is about when all someone does is whine about problems which they could help address in a free open community project, but choose not to. Make no mistake! They are entitled to do so in this type of free environment. I'm just saying it sucks. :D
It's a grey line, yes, but there is constructive critique and then there's just being a fussy whiner. If you're really so bothered by something you can fix then why don't you just fix it, rather than crying about it in the corner muttering over principles of free expression? Since we're all part of the same community, why not be part of it instead standing on the sideline throwing rocks? If your soup is too cold, is it better to go to the stove and heat it up like an adult, or bitch about it to the walls?
A disclaimer I'll add is that the above is not specifically about this exchange, or the person I'm addressing about the topic. I am more addressing the general sticking point of throwing shit versus constructive critique and helping out. Hopefully that answers it. If not, who cares, it's not going to change anyway. :thumb:
d'Spair on 4/9/2010 at 18:14
Quote Posted by SneaksieDave
If you're really so bothered by something you can fix then why don't you just fix it, rather than crying about it in the corner muttering over principles of free expression?
In my case, I can't fix it since I'm not a texture artist.
Thelvyn on 5/9/2010 at 16:33
Quote Posted by d'Spair
In my case, I can't fix it since I'm not a texture artist.
You might have the knack have you tried?
Serpentine on 6/9/2010 at 15:03
Quote Posted by d'Spair
In my case, I can't fix it since I'm not a texture artist.
To be fair, texture work is incredibly simple - most of your complaint stems from a fairly simple source.
Normal mapping - which is what gives a flat texture it's lighting, by representing which angles that part of the texture would be illuminated. A lot of people use tools like CrazyBump or incorrectly use tools like the nvidia normal map plugin to make their normals, which in turn makes textures look silly and most often 'too flat' or have large macro 'bumps' etc.
If I had to guess the bricks in the shot you posted ((
http://www.mindplaces.com/darkmod/fidcal4.jpg) here) were just made by throwing the diffuse into CrazyBump and sliding around a few numbers. This is actually exactly what happens in AAA titles with massive budgets etc, when they dont make a model to base a texture off, most of the time it just goes through CrazyBump which isnt exactly good at anything. Other practices which are even worse and commonly used by big developers are far worse.
So what makes good textures? well it comes from knowing the tools. Most of the time the workflow will involve making a rough height map, adding details into that (even using crap tools just to 'get' the details), however there is really no skill to it, a basic understanding of maths and the ability to copy paste gets most things done :). This however takes a fair bit of time compared to dragging a few sliders around, but at the end of the day it results in the light reacting correctly and matching your expectations.
The good thing about this is that we already have loads of great diffuse maps to give the colour, shape and such, most of them just need reworking to balance colour/lightness as well as a new and improved normal map. Good thing that both of these tasks are incredibly relaxing and therapeutic, if anyone has some time to burn and wants to learn a bit about texture work, I'm sure we can sort something out :)
We do appreciate the feedback however, knowing which textures are weak does help improve to spend time better and increase the average quality!
lost_soul on 6/9/2010 at 15:16
I was impressed with the texturing in NHAT mission 2 (Night on the Town). Just look at how that candle in the room where you start off casts shadows on the individual bumps along the wall. If you move the candle, the trajectory of the shadows changes all over the wall. It is one of the more convincing uses for the advanced features that I've seen over the years, not looking overly "shiny" or anything like that.