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So, what are you working on right now?


Springheel

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the video is a bit blurry, but from what I could see not bad for a first attempt.

 

I might get a bit of time soon, I've upgraded to 2,0 so I'll prob need to change some textures, then I'll try re-recording and doing it with more light this time!

 

The mansion is absolutely huge!

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You new window looks, at a glance, very similar to the old one, but better. Thus. IMHO that window of yours should certainly replace the old texture mod-wide.

 

Later, I will install your new window and show the scene I presented earlier with it, and check the quality.

 

Important: does this window also have the dark/yellow lit/moon lit variants the original window had? In order to replace the old one, it of course must have the same skin variants as the older one.

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Clipper

-The mapper's best friend.

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Nice, but dunno if the dirt in the corners should have much of a heightmap.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I'm not sold on the glass of the new texture. The panes look soft and blurred, like they were painted in with a soft-edged brush (normalmap aside) while the original has a more pebbly texture to the glass. Also, the wooden parts are very perfectly straight and aligned, where the original is a bit more offset and crooked (which is more realistic).

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Along those same line (albeit with the normal map lowered for the panes) you could keep the existing new skin for more "up-scale" dwellings that have had better craftsman build them. Straighter lines and cleaner craftsmanship with glass that is more pure and better poured.

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I dunno about that new window. Basically the old and new one look exactly the same. I really don't have a preference over either one:

 

Hm... that is a tough one Sotha. But I guess like that old saying goes: if it isn't broken don't fix it!

 

The old ones look good to me

Edited by Goldwell
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Important: does this window also have the dark/yellow lit/moon lit variants the original window had? In order to replace the old one, it of course must have the same skin variants as the older one.

 

Not yet, I'm waiting for feedback on this one first, before I do the others. Right now that texture is unoptimized, IE it's 2048x2048, and the normalmap and diffuse are TGA not DDS. The original is like 256x256.

 

EDIT: lol just read the comments, I guess I'll give up on replacing the window textures as most people have no problem with the normal ones.

Tthey look god awful to me but then I hate low res, blurry, jpeg compression raped textures.

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I always assumed I'd taste like boot leather.

 

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Not yet, I'm waiting for feedback on this one first, before I do the others. Right now that texture is unoptimized, IE it's 2048x2048, and the normalmap and diffuse are TGA not DDS. The original is like 256x256.

 

EDIT: lol just read the comments, I guess I'll give up on replacing the window textures as most people have no problem with the normal ones.

Tthey look god awful to me but then I hate low res, blurry, jpeg compression raped textures.

 

The new ones do look better but the old ones look good to me too. But I dunno I don't really have an eye for textures yet so I guess my opinion doesn't really count (I actually hate doing textures)

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Well, jpeg artifacting doesn't jump out at one in screenshots so much.

 

The new one is a marked improvement over the old in multiple ways, but subjective input will always fall both ways.

 

For example, my subjective is a vast preference for the more diffuse lighting, I just cringe when I see duplicated windows without variety on buildings, and distinct details result in that more readily. Of course, symmetric aspects negate flipping/rotating options too.

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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I like the new ones better also. The highlights change according the the observer. Look at the old ones... each has a static highlight area of the texture in the center. All look the same. With the new ones, each window looks slightly different than the other two.

Edited by PranQster
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System: Mageia Linux Cauldron, aka Mageia 8

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I like the new ones better also. The highlights change according the the observer. Look at the old ones... each has a static highlight area of the texture in the center. All look the same. With the new ones, each window looks slightly different than the other two.

+1 for the new windows. That difference is very noticeable even at a distance like in Sotha's example above, and of course you want them to look good close up too, which the old frame certainly does not.

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  • 2 weeks later...

Those are some, ahem, good-looking sewers! :D

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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@ Kyrrma: If you like making city missions but enjoy the stress free visportalising that sewers afford, then why not combine the two? Have a city FM but instead of navigating it by the streets or rooftops, you navigate it by the sewers. Instead of entering buildings by lockpicking doors or climbing through windows, you now climb up through peoples toilets. You could even have a few of the AIs using the new pissing animation for added realism.

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"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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@ Kyrrma: If you like making city missions but enjoy the stress free visportalising that sewers afford, then why not combine the two? Have a city FM but instead of navigating it by the streets or rooftops, you navigate it by the sewers. Instead of entering buildings by lockpicking doors or climbing through windows, you now climb up through peoples toilets. You could even have a few of the AIs using the new pissing animation for added realism.

 

That's actually pretty close to what I'm doing right now, and I requested the pissing animation particularly for this map. The map does have a street level, but it's heavily guarded, so to navigate the player might go back and forth between the streets and the sewers using manholes and public privies. Some buildings also have sewer access.

 

It's not a particularly big map, but I've put a lot of effort on planning it so that the player has a lot of freedom on how and in what order he tackles his objectives.

 

@Melan: Cheers! They really need to be dirtied up though, sewers aren't supposed to look that good :D

Edited by kyyrma
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@Melan: Cheers! They really need to be dirtied up though, sewers aren't supposed to look that good :D

Bits of hanging vegetation ("grass" clumps or ivy), moss and stuff like that also help. That, plus sediment.

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Don't forget some pipes and maybe some glowing mushrooms for additional light. There's also a particle effect for dripping water and you can use the sound of dripping water on a speaker too. I used this effect in the sewers in Let Sleeping Thieves Lie and I think it added perfectly to the atmosphere.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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