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  1. Okay, I've started resizing and once again have come to realise just how freakishly small everything is supposed to be in the game... 512x512 isn't a massive texture by UT2k4 standards....but Doom 3 shrinks everything down to an obscenely small size that we might as well reduce the sizes down to 256x256 just to make everything easier to fit... Just check this out... That's the actual size of the texture vs. how big it needs to be. An amazing difference if you ask me.
  2. Needs to be cleaned up towards the center, it's obvious that the texture was flipped down the center and it looks a little weird. Beyond that it's good. I've started adding basic single color surfaces today, stuff that looks alot like Thief 3 textures actually. Kinda come to realise that we need to put some restriction cap in on this, otherwise we'll end up with a pk4 file that's almost a gig in size by the time we're done...I'm adding these things left and right just for variety. But anyway, it looks like this. We also need to resize these textures properly. Almost all of them are 512x512, which probably contributed to me oversizing my map. Thing is 256x256 makes it look sloppy and low res and the normalmapper doesn't like 384x384 for some reason...
  3. Well if you guys know what you are doing the Doom3 SDK release will allow for some serious alterations. I guess it'll come down to the limitations of the engine and, more importantly, the AI. If there is no TDS editor then the Dark Mod makes perfect sense. But if there IS a TDS editor then SP FMs will be made for it and Nightblade is already waaaaay ahead of you guys for the MP. It depends on the way it is done though. You have to realise that there would be massive crossover.
  4. Yeah, you nailed it. Whatever they did with the Thief 3 color scheme made it very drab and the same all over. The warmth is missing. I think a big part of this may have come from the way they had to share the same textures. The way they did it I was unable to replace the health meter with a hi-res version of the old shields. When I did the health meter texture appeared on health potions, hammer guards scepters and on a cat'o'nine tails. I was so disappointed.
  5. Yeah! Sounds definitely good. The problem is, that I like both of this current lightgem solutions. Mine and the other one. The only problem I have with the other one is, that you have to place the compass somewhere and personally I prefer to have it always on and not as an inventory item. I don't think that this would intrude to much on the Thief style if we can keep the compass always on. Your suggestion sounds very good to me. If somebody of our artists could come up with a concept drawing this would be great to judge how it looks.
  6. Hey, thanks for the texture. I think I might try and tackle your stained glass windows next and see what I can come up with. Pretty soon, counting both your textures and the ones I've done so far, I might have enough to make a good sized mockup map. But if you can, see if you can make some bumpmaps to help me out with. Photosourced textures usually need to be tweaked alot more than the Blade textures do, so it'd be alot faster if I had an extra hand doing em. Edit: Actually, it'd be a good idea if everyone making textures (which I think is just Blackthief, possibly Alexius, and I) were to get together and started organizing everything. It'll mean alot less work on down the road if we keep everything in order and pack the textures the same way and whatnot.
  7. Of course I know that. I'm just saying that should this ever come far enough that it needs testing. I'm willing to do so if I have time.
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