jtr7 on 22/1/2009 at 07:47
Ah! Finally I can see the screenshots! Good good stuff, man. I haven't been in a position to look at the images in a darkened room, so I couldn't see much.:p
ShadowSneaker on 22/1/2009 at 12:56
Thanks jt/pwyll. One of those creatures is definitely making an appearance. Not sure about the other, though.
Thanks for that mention on your site clearing.
SS
Beleg Cúthalion on 4/2/2009 at 08:14
Yeah, looks good indeed. :thumb: I've been thinking about using more of the photo-realistic textures myself (well, at least more photo-realistic than the stock or JohnP), but first there aren't enough yet and second... no, no second. There simply aren't enough of them yet. I fell in love with Renzatic's green rough brick texture from the small courtyard I posted above but I cannot use it all the time.
Hey, what about a new textures + matlib file? MasterBuilder02-09? :p
PS: Well, there is a second: It looks weird if you have the rather painted ones next to the rather realistic ones. I've done this occasionally nonetheless because I had to.
PPS: I don't know what it looks like in game, but if I were you I'd think again about that shadow-casting torch bracket. I've tried this with different lamps myself but it was usually more irritating that real.
clearing on 4/2/2009 at 08:39
Looks good! I love the dark atmosphere :thumb:
ShadowSneaker on 4/2/2009 at 14:19
Thanks clearing/Beleg. I can send you my updated Master Builder matlib with around 77 textures in it. You have around half of them already.
I thought putting shadows on smaller things like torches would make up for larger things not having them. If you can see these smaller shadows all the time it might create the illusion that there are lots of shadows when there really is not. Setting those wall torches to cast shadows just looks stupid though. The shadow would be above and around the torch not pitch black and directly behind it, so my plan failed.
Mixing up the more realistic textures with the painted ones can look odd but I'd rather have that than the stock textures for DS or perhaps repeating the same textures over and over again.
I was thinking about using John P's textures, if I install them will they be used by T3Ed or do I have to copy the files across from the DS folder?
SS
Beleg Cúthalion on 4/2/2009 at 15:57
As long as you don't have really vast areas and LOTs of shadow casting, you can really handle this tool quite reasonably. If there is a torch on a column, just give this column shadow casting. Komag wrote his tutorial years ago and I think you can act more freely now in this regard. However, don't forget to BF unseen surfaces and exclude them from the Navmesh etc. etc.
JohnP's textures should be in the Dynamically Loaded folder in TDS. If not, try minimizing the game while it's running. Just put them into PC Textures (I guess you already have changed everything to just this folder).
About the matlib, yes, I'm interested. :)
Tiens on 9/2/2009 at 00:19
Quote Posted by ShadowSneaker
...I can send you my updated Master Builder matlib with around 77 textures in it...
That would be great! I'm interested too.
Tiens on 13/2/2009 at 19:16
Quote Posted by Judith
I'm working on a totally different thing and on a different engine, but I guess these textures and meshes could be useful in T3 as well...
What a beauty! :thumb: