Judith on 10/7/2009 at 21:13
Quote Posted by ShadowSneaker
Thanks, I've actually had problems with normal maps not tiling but the diffuse does. Any idea what would cause that?
Have you tried this normalmap enhancing method, as described e.g. on cg textures - adding and blurring layers in overlay mode? This actually causes seams.
Renzatic on 10/7/2009 at 21:22
That'd have been my first guess as well. The 3x3 grid technique is the best way to do normalmaps using the blur/overlay method. Sometimes you get lucky with just slapping a few blurs down and clone stamping out any seams, but usually the resulting normals are too complicated to do that easily.
Judith on 10/7/2009 at 21:27
I usually do this 3x3 grid but I use cropping afterwards - making 15 layers of 3072x3072 px image is kinda slow on my comp. I put the crop selection of 1024x1024 in the middle, grow it from the center to something like 1280x1280, crop, do the blurring, flatten the image and crop it back to 1024.
Beleg Cúthalion on 11/7/2009 at 20:46
Just in case someone wants to do some actual work (:p), here's the (
http://jayb.ath.cx/Eidos/PaganIntroGold.unr) PaganIntroGold file for alpha testing. Both maps combined, skybox adjusted (because the first map has one for the holes in the sewers), patrol paths fixed, DifficultyInfo fixed, one strange volume pointing to SouthQuarter near the engine room (with a statue in a cupboard nearby) deleted, flowing water added to the big canyon which already has shallow water volumes, a couple of redundant patrol markers and brushes etc. moved to the side, a couple of interfering static meshes fixed, one fountain SM added at the beginning because you were coming down an actual fountain, unpublished skin bug preserved. :D
Enjoy!
Beleg Cúthalion on 12/7/2009 at 19:07
I wouldn't expand anything out of the blue just now because that's really something we should talk about later. That's why I voted for starting the glueing work right now because that's a safe bet. Expansions can be added later if we only manage to provide at least the nine real missions as single maps.
By the way, knocking out the Pagans in the second part of the map worked for me. I haven't tested lockpicking yet because I would have to build it in temporarily (and with non-vanilla scripts most probably unless I can use the Inn script) but I guess it should work as well. I just need someone with time to compare the original TDS maps with this one. And I haven't IBTed it yet because I only have JohnP and even build-all messes up the texture alignment with the bigger ones (since I haven't altered the sizes I hope it'll look normal on another T3Ed setup).
havoc211 on 12/7/2009 at 23:09
Quote Posted by Beleg Cúthalion
I wouldn't expand anything out of the blue just now because that's
really something we should talk about later. That's why I voted for starting the glueing work right now because that's a safe bet. Expansions can be added later if we only manage to provide at least the nine real missions as single maps.
By the way, knocking out the Pagans in the second part of the map worked for me. I haven't tested lockpicking yet because I would have to build it in temporarily (and with non-vanilla scripts most probably unless I can use the Inn script) but I guess it should work as well. I just need someone with time to compare the original TDS maps with this one. And I haven't IBTed it yet because I only have JohnP and even build-all messes up the texture alignment with the bigger ones (since I haven't altered the sizes I hope it'll look normal on another T3Ed setup).
Has anyone tried modding the engine to allow for larger polycounts? I know it's been discussed, just not certain if anyone's actually tried it.
New Horizon on 12/7/2009 at 23:21
Quote Posted by havoc211
Has anyone tried modding the engine to allow for larger polycounts? I know it's been discussed, just not certain if anyone's actually tried it.
I don't think polycount is a serious limitation of the T3 engine, so much as the hardware it is run upon. The engine can already handle pretty high poly counts, more than enough I think.
havoc211 on 13/7/2009 at 10:40
Quote Posted by New Horizon
I don't think polycount is a serious limitation of the T3 engine, so much as the hardware it is run upon. The engine can already handle pretty high poly counts, more than enough I think.
K. Was just curious.
Beleg Cúthalion on 15/7/2009 at 06:46
There is absolutely no difference between build all and individual builds AFAIK. Don't know what your settings look like.
I haven't changed any static meshes but I believe some of them (like tree branches) have no physics (i.e. properties) because so you can walk through them. Same probably goes for the mud. The arches (or rather vaults according to the SM browser) do have OBB collision hulls in the vanilla version and I could imagine the devs who didn't know how to change it (or weren't able for some reason) switched off physics so the player could walk underneath them.
As for lootglint, I'd probably get rid of it via GameSys (delete parent link or something). I'll have a look how to delete the sort of glint on important nmotes to read.
PS: Those caves don't look too bad. A little more diversity and Pagan housings of some sort maybe, one or two more intersections and purpose (loot, AI etc.) and it'll be fine. By the way, you got one additional SM with unpublished skin. Evil you. :sly: And did you alter the first section of the (former) second map? By the way, I missed a waypoint link down near the paw and fixed it (otherwise the guys won't move once he stands in front of the cupboard on the far right). Oh, and the textures of couse look different. It might not matter if we provide a complete new set of textures anyway, but personally I'd like to keep it vanilla as long as possible so that we don't mess anything up.
PPS: We are at app. 40,000 properties now. Any additional stuff should be added carefully.
Beleg Cúthalion on 15/7/2009 at 20:17
Ah, so I better iron things out with the unaltered Gold map and you do your additional tunnels later on. Maybe with a concept beforehand etc. etc.. The problem is that usually gameplay works within those maps so every addition should be made carefully. For instance, I would not know how more complicated tunnels would help it (answer could be that it helps you to get the tunnel/cave feeling), that's why I voted for discussion about that earlier.
Don't know why you think the skybox would be trouble, anyway, I don't think we have to re-skin every SM and surface because if we want TDS to look real, we have to replace every texture anyway. This way skins remain intact. If any of my sentences doesn't make sense, I was distracted... :p