Gestalt on 13/6/2006 at 01:35
I have a digital camera now, so I went texture-hunting for interesting brick walls today. Also: I was able to recover the levels I was working on from the crashed hard drive! I tried the freezer trick and borrowed some data recovery software from a friend, and I was able to recover (almost) everything of importance. The FMs have been saved, as have a bunch of other little projects I was working on. I haven't reinstalled the editor yet, though. I'm still working on getting my texturing and modelling skills up to par at the moment.
I've finally started playing The Bridge and I've been very impressed so far.
Crispy on 13/6/2006 at 03:07
Good to hear!
Blau on 16/6/2006 at 03:03
Just working on improving my understanding of the t3d and what all the meshes and textures etc are like. My plan is to develop a city level that encompasses various playing styles, there'll essentially be a street level, sewer/underground and some rooftops - Lots of loot, and mabye even the ability to be able to change what level you're at at certain points (pretty easy to do with some stairwells/grates/ladders). Im finding it hard to detail things though, after looking at the OM's it looks like some serious planning went into the maps, as well as some really creative mesh use O_O
ProjectX on 16/6/2006 at 09:17
Quote Posted by Blau
Just working on improving my understanding of the t3d and what all the meshes and textures etc are like. My plan is to develop a city level that encompasses various playing styles, there'll essentially be a street level, sewer/underground and some rooftops - Lots of loot, and mabye even the ability to be able to change what level you're at at certain points (pretty easy to do with some stairwells/grates/ladders). Im finding it hard to detail things though, after looking at the OM's it looks like some serious planning went into the maps, as well as some really creative mesh use O_O
To be honest blau I'd recommend that you put that onto the back burner. When learning anything it's best to start small, and the easiest kind of level to make in thief is an indoor one. Try an inn, they're the easiest, cos it's just like a house, you've got one around you for inspiration. Then move onto larger and more architecturally intriguing levels as you learn how to use the editor and what sort of stylesand colour-schemes work and which ones don't.
The last thing you should try is a city map, they're the hardest to do right, and if you do it wrong you'll just end up losing enthusiasm for it, and that would be a real shame cos we'd lose another great T3 Mapper.
EDIT: Also, the greatest way of improving the look of a level is to trim edges. Say you've got your nice square bsp block of a building, what would instantly double it's quality? Putting wooden beam meshes, or those weird stone corner meshes on every corner, instant graphical miracle! The same basically applies to any surface that has an edge, trim it. Once you learn the rules to level design you'l find that a lot of the OM mesh placement made sense, and barely any planning went into it (hell, IMO the only planning you should have to do is gameplay planning)
Blau on 16/6/2006 at 13:02
I see, thanks very much for the adivce :) The city map was really just an excuse to give me a reason to be looking at everything at once, instead of focusing on portions so I was at least familiar of how to do more than one thing to avoid becoming a one-trick-inn-making pony :joke:
But in all seriousness I just like to work with something very hard and scale back till I find something managable to work from.
Ziemanskye on 16/6/2006 at 13:27
Well, just as a tip, since I've been failing for some time to get them to work, Rooftops are way hard.
Could just be I don't know what I'm doing of course :thumb:
rujuro on 16/6/2006 at 16:14
Rujuro is still here (very occasionally), although I am now employed by Irrational and working on Bioshock, so my spare time is being devoted to that. I'd say Mount Vega is somewhere around the 60% finished mark. Unfortunately it will remain that way for quite a while to come. The entire level is blocked and playable beginning to end, several objectives are in place, main AI patrols and events are in, but there's still lots of polish, readables, conversations, etc. that I have planned.
Long story short, by the time I finish it, if anyone is still playing T3 missions they should all have a computer that can run it very smoothly.
response to 242, BTW.
GlasWolf on 16/6/2006 at 16:55
Congrats rujuro, I had no idea - best of luck at Irrational. :thumb:
Ziemanskye on 16/6/2006 at 18:46
You son of a ....
No, lets be polite, I'm only jealous.
Congratulations on the job, but remember, we know who you are if it sucks :p
Crispy on 17/6/2006 at 03:40
Quote Posted by rujuro
Rujuro is still here (very occasionally), although I am now employed by Irrational and working on Bioshock
I am so jealous. :sweat: