What new features would you like for the next NewDark update (Suggestions) - by Cardia
nicked on 22/3/2018 at 10:33
Just support for normal maps would be pretty awesome.
Cardia on 1/4/2018 at 17:31
Anyone else got suggestions?
R Soul on 1/4/2018 at 19:35
Quote Posted by nicked
Just support for normal maps would be pretty awesome.
I disagree. We'd end up with some textures having normal maps and others remaining as they are. We have the original textures, the Enhancement Pack, the NecroAge and the HD Mod, all with a huge number of textures. And that's before we also count the custom textures for terrain, objects and AI meshes. Who's going to make the normal maps? Will that person also go though the 'diffuse' textures and remove any excessive fake shadows? Those shadows are nice when a texture is perfectly flat, but combining them with a normal map would make the light and shadow look odd.
I think part of what attracts people making to Thief FMs is the relative simplicity, from the technical side. Support for normal maps would become an expectation, which might put people off making their own textures.
In other words, I think that ship has sailed. It left port in the mid 1990s.
nicked on 2/4/2018 at 07:52
I just mean as an optional extra. It would be a lot of extra work if a mission author wanted to include normal maps, but not really any different to any other new setting controlled by an MTL file. Things like reflective windows are complex enough that they're not in regular use in every mission, but they're there as an option if someone wants to go that extra mile.
Judith on 2/4/2018 at 10:47
I'm not sure it's even possible to have normal maps under DX6 (they were introduced in gaming in TDS era, so DX8.1). Still, they require new skills and prolong making content quite substantially, especially if you're a modeler (baking stuff). Specular textures are roughly in the same category. They are a bit easier to create, and they will up the quality of your materials a lot. Still, knowing how to make a good diffuse/normal/specular combo requires a lot of learning and practice.
Yandros on 2/4/2018 at 11:00
NewDark uses DX9, actually, although it allows users to force it into DX6 mode. Also I wouldn't just assume that no one here has any experience with this.
Judith on 2/4/2018 at 11:14
Correct me if I'm wrong, but I thought NewDark uses DX9 to display things in modern resolutions and provide some post effects, but the engine itself wasn't re-written for DX9 (that would probably be a huge task anyway).
As for the experience, if you make models and textures mostly for Dromed, then yeah, you don't have much practice in that workflow, and that's fine. The curve is quite steep, but once you get the hang of things, its super-rewarding and a lot of fun IMO. I actually prefer making models and materials over level design.
Yandros on 2/4/2018 at 11:22
You may be right about that, I'm not sure. It's all pretty moot really as I agree that supporting normal and diffuse in Dark is pretty pointless since many of the stock and commonly used custom textures would look terrible if not completely redone.
Judith on 2/4/2018 at 11:31
That would be a tremendous effort to make _d, _s, _n materials for all the stock assets, I wouldn't dare ask anyone of that. And while I love all the shiny stuff, also I think limitations are good. I follow a couple of modeling forums, and all of them have lovely and thriving low-poly art section (and by low poly I mean like PlayStation1 stuff).
Sperry on 3/5/2018 at 20:07
I'm not sure if this would be possible at all, or if it somehow may already be possible, but:
What if SS2's inventory system could be imported into Thief and Thief 2?