ascottk on 9/7/2009 at 18:14
Quote Posted by ShadowSneaker
You need to have TDS installed to use T3Ed don't you? Or is that only necessary if you are making your own ibts?
With custom content in FMs, it might be easy.
On the other hand, the editor does come with the editor map files. It's better to be safe than sorry though.
Beleg Cúthalion on 9/7/2009 at 19:45
I'd vote for some of the "large female" from the concept art. :sly: Speaking of concept art, it might be worth considering in how far we try to push the general design more towards this morbid Art Noveau style or typical steampunk.
Plus, I've seen that some surfaces in the Pagan map cast shadows although there are no light nearby. I wonder if we can include large parts of JohnP content (-more MB, less possibilities to chose for the player/+no trouble with new textures as part of re-designing process) when the performance gain from better level design compensates the performance loss through bigger textures, left aside that PCs are much faster nowadays anyway.
ascottk on 9/7/2009 at 20:44
Quote Posted by Beleg Cúthalion
I'd vote for some of the "large female
" from the concept art. :sly: Speaking of concept art, it might be worth considering in how far we try to push the general design more towards this morbid Art Noveau style or typical steampunk.There are still female meshes to update. Dyan uses the above mesh so she needs to be thinner.
Art noveau or steampunk . . . hmmm . . . What would be that natural progression? TDP>TMA>?
Quote:
Plus, I've seen that some surfaces in the Pagan map cast shadows although there are no light nearby. I wonder if we can include large parts of JohnP content (-more MB, less possibilities to chose for the player/+no trouble with new textures as part of re-designing process) when the performance gain from better level design compensates the performance loss through bigger textures, left aside that PCs are much faster nowadays anyway.
When I was thinking about doing my Realist mod I was going to count out his textures since they were based on the originals & I think the originals are too cartoony. I vote against using his textures.
Beleg Cúthalion on 9/7/2009 at 22:23
Go ahead, but I'm not capable of creating (realistic) wall and goodness textures and all the stuff you would need. :p That'd be a lot of work.
About progression, well, TDP was dark and callow, TMA was excessive technology stuff and we could slightly turn TDS into a decadent and dystopic world where all of that has sort of run its course.
New Horizon on 9/7/2009 at 22:33
Quote Posted by Beleg Cúthalion
About progression, well, TDP was dark and callow, TMA was excessive technology stuff and we could slightly turn TDS into a decadent and dystopic world where all of that has sort of run its course.
Yeah, I agree. After 'The Metal Age' and the fall of the mechanists, it seemed to me that a Dark Age would follow and that things would get a whole lot worse before finally getting better.
Beleg Cúthalion on 10/7/2009 at 07:16
I wonder where you/we want to draw the line between cartoony and...say... artistic. str8g8's "Bridge" for instance doesn't use photorealistic textures and still it looked real to me. Again, I'd really like to see it but TDS has so many special texture sets like those wall (with two trims) and goodness textures (and last but not least AI skins) that I doubt we can provide photorealistic textures for all that – left aside that we haven't too many examples of realistic-looking TDS sceneries yet to check if it really looks so much better.
str8g8 on 10/7/2009 at 11:25
I would love to work on the textures, though it is a big job, and I need to finish off my cabal commitments first ... speaking personally, I think you need to start with a photo realistic texture and then make it better, either by painting or layering up other textures, grunge maps and so on.
I like some of John P's textures, others looked too clean and so in the end I reverted to the orginals which although low res and painted were somehow more atmospheric.
I also think modern graphics cards could easily cope with a x2 increase in all the textures and skins.
Renzatic on 10/7/2009 at 20:28
Quote Posted by ShadowSneaker
Many of John P's textures are photographs so we could use some of them. The KEP ones and some of the PAG floors for example. The CEM and CHR textures and some of the wooden ones used for crates are more cartoony looking though.
I can make tiling textures but nothing too detailed or intricate like small bricks or cobbled stone.
If you need any help making a texture tile or aren't satisfied with a normalmap, send them my way. I'll see what I can do.