STiFU on 15/1/2006 at 10:50
I think it looks shiny because of that standard lightsource right next to the wall... :p Those lights are pretty bright be default and always need readjusting... (As you know) But that texture looks nice anyway. Good work ascottk. This time the normals really look the rightway. Do they look that good in your realist mod by now too? And another question: How did you make that texture tileable? I mean you took it from a photo, right? So you must have applied a mirror or something else... (Big questionmark in my head)
Quote Posted by godismygoldfish
Let me know if you need any tips with that. I would suggest just experimenting with it for a while and get used to the layout and controls.
Thanks for your help gimgf, i may call you like that, don't I? ;)
Quote Posted by Glaswolf
I kind of like str8g8's idea about taking in-game movies and applying post-production to them, but then again traditional Thief briefings were primarily static content anyway. Worth bearing in mind though, as STiFU says it's an easy way of getting in-game scenery into the briefings.
Yes but static content would be lame... ;) Moving but still monochrome. That would rock... And perhaps some nice effects everywhere. We'll see what we can make up with after effects...
242 on 15/1/2006 at 11:23
Quote Posted by ascottk
Ahhhh, much better :cheeky:
Looks really nice, but I agree that stones for whatever reason look a bit metallic :)
STiFU on 15/1/2006 at 11:24
We should get our other teammembers into our new forum... They should really take part in the discussions there!!
ascottk on 15/1/2006 at 17:56
Quote Posted by STiFU
I think it looks shiny because of that standard lightsource right next to the wall... :p Those lights are pretty bright be default and always need readjusting... (As you know) But that texture looks nice anyway.
I'll try toning it down using speculars.
Quote:
This time the normals really look the rightway. Do they look that good in your realist mod by now too?
I was totally redoing a lot of those because the gimp dds plugin was fixed & the generic speculars were interfering with the normals.
Quote:
And another question: How did you make that texture tileable? I mean you took it from a photo, right? So you must have applied a mirror or something else... (Big questionmark in my head)
(
http://www.gimp.org/tutorials/Tileable_Textures/)
EDIT: Here's the texture with speculars:
(
http://img455.imageshack.us/my.php?image=edinburgcastlewall1c4kg.jpg)
Inline Image:
http://img455.imageshack.us/img455/3050/edinburgcastlewall1c4kg.th.jpg
STiFU on 15/1/2006 at 21:24
That wall texture looks really sweet!!! :) Good work!! Finally some really realistic textures... :p
Crispy on 16/1/2006 at 00:57
Awesome. The stones look stony now! :thumb: Very nice texture. The street one is great too.
STiFU on 17/1/2006 at 12:38
I just wanted to say again, that all teammembers should register in our new forum Jay Pettitt supported us with. It is really important that you do so, because you will miss all the discussions, about the storylinedesign and everything else. You can register (
http://www.thieveshighway.org/forum/apply.php) here
scumble on 17/1/2006 at 14:30
jay certainly keeps everything secure...
Fingernail on 17/1/2006 at 17:05
YOU MUST READ THE TERMS OF SERVICE