Tazonne on 13/1/2007 at 18:16
Jadon: I checked again and yes, the texture maps appeared to be inverted though I dont't know how I got to this point. I simply applied the textures and made no further changes :confused: . Didn't even notice that! I checked the wiki regarding this problem and it seems I've solved it.I think...
Anyway thanks to all for support and suggestions. pretty sure you'll see me again around here when I screw something up, or when i'll release the mission :)
Ziemanskye on 13/1/2007 at 21:19
If you need help, and we know how to, we will.
And feel free to keep posting pictures as you work - we could do with the extra visible progress around here. Good to know there's something else on the go though :D
nomad of the pacific on 19/2/2007 at 09:05
That's looking very good! :thumb:
We all know the screen shots always look darker than the game. Generally, yours weren't bad, but I would love to see more detail on the ceiling of the first few shots. A lot of people brighten their screen shots with a graphics editor. I prefer to temporarily increase the ambient light in my level when I make a run-through to make screenies so I don't lose as much contrast.
Ziemanskye on 19/2/2007 at 09:42
Woah.
But I do have some comments:
First Picture - I think you should use a darker window texture for the skylight dome in the middle - the one you're using is a bit bright compared to the rest of the scene.
And that many lights in one scene will hurt performance on weaker machines: they don't seem to be casting many shadows and they don't overlap or even touch matching objects all that much so it might not be so bad, but it is something to be aware of. (As a general rule: more than 6 visible lights gets you in trouble, but you can get away with more so long as you're careful)
The cath01 picture, looks like the floor in the corridor could do with being shifted about 8-16 units to the left to make it more centralised.
Elev01 could do with something on the corners of the shaft: just to hide the texture change and that little bit behind the arch.
Entr01 needs the curved walls textures re-aligned, but I'd suggest you put a post of some kind on the corners by the main room and make the curved bits a different (lighter) texture to draw more attention and just make a more interesting feature out of them.
and Base01 looks like it's a bright source-less light, which isn't good: you could try giving it a high LightDamping property (say, 0.8?) to give it a slight green tinge without making it dark?
-----
Other than that though, it's good work, and the screenshots are bright enough (well, I had to turn the lights in the room off, but that's normal for Thief-related stuff).
Tazonne on 21/2/2007 at 07:07
Thanks for the nice comments, I really needed some feedback. And for the suggestions.I'll do my best!:thumb:
Beleg Cúthalion on 21/2/2007 at 21:21
I guess it's a
difficulty in level design in general, but it caught my eye with entr01:
Were the people (let's say...200 years ago) able to build flat ceilings made of natural stone? I would agree to wooden girders covered in cement or something like that, but solid stone? There were discussions about the
Bafford Block and things like that before, but I would...if I could...:erg: care for some realistic architecture.
And I love (
http://www.uni-freiburg.de/de/service/peterhof/bilder/gewoelbe/gewoelbe2.jpg) pictures. :D
imperialreign on 4/4/2007 at 22:24
just thought I'd share these images
still a major work in progress though, as I'm still just starting to learn the editor and have only really been working with it for a few weeks. I can only manage a few measly hours out of the week due to work and whatnot, and am also dealing with the driver related crashes in the editor because of my ATi hardware <rolls eyes>. My first few attempts were merely experimenting with the editor, trying to learn it - I haven't worked on any type of FM since making levels for Quake1/HexenII and DukeNukem3D (ages ago, I know), so it's been a bit of a learning curve for sure (and all trying to figure stuff out without using a tutorial - you remember stuff better this way).
So, thought maybe I'd see what feedback I might get on this so far; it's going to require a major overhaul as it runs very slow on my system, and I'm sure would tax even the best out there, and I know why too, all my fault - way too many lights - that and this room is HUGE (still learning the space proportions, y'know?).
Anyhow, just wanting to hear how y'all think it looks so far, as I'll be starting to size it down (although I wanted that 'dwarfing' feel, I'll have to iron this idea out more) and re-do things. It's only one room as of now, but it's to become the 'centerpiece' of this mission, so this is where I started.
(
http://img150.imageshack.us/img150/1641/nails01vn3.jpg) http://img150.imageshack.us/img150/1641/nails01vn3.jpg
(
http://img444.imageshack.us/img444/3574/nails02rz8.jpg) http://img444.imageshack.us/img444/3574/nails02rz8.jpg
(
http://img150.imageshack.us/img150/3442/nails03we5.jpg) http://img150.imageshack.us/img150/3442/nails03we5.jpg
nomad of the pacific on 5/4/2007 at 00:27
I really like your architecture. I'm guilty of building too big, too, but never on the scale that you have! :o I can see that you're going to have problems with frame rates with that many lights and such a large area. (No way to zone it.) I can't wait to see it after you scale it down. Would like to see more, too. :thumb:
Ziemanskye on 5/4/2007 at 10:21
I'm not really sure what you're aiming for there, but from an entirely self-centred artistic point of view the pillars are too thin for the width of the room, and I'm simply not sure about the hanging lights at all: I think you might be better off increasing the general lighting of the level a couple of notches (er, 8-10, perhaps?) and having particle effects at the windows rather than the electrics in the domes.
That will make the domes almost invisible for the most part, but with lights at the bottom and gloom (from the min-light) above the height will be emphasised, and you can light one or two domes towards the middle to draw attention to the fact they're there.