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Does the team mind?...


Baddcog

Should we do this?  

3 members have voted

  1. 1. more specular for metal objects?

    • yes
      1
    • no
      0
    • maybe so
      2


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I posted this in a thread but only Spring responded.

 

Sounds like he liked the looks of it, but figured I'd try and get everyones opinions and do this up before the update if it's wanted.

Other wise I will just tweak my local files because I like it better. It could just be a 'upgrade' thing if players want but the team doesn't.

 

post-1981-125816034831_thumb.jpg

 

Bascially I tweaked the specular on gold to give a bit more of a yellow shine. Notice the goblet, trophy and candlestick. The darker one is how they are now, really fairly dull for objects that would most likely be highly polished. Also since they are valuable objects I'd expect them to just have a level of specular most of the stuff wouldn't have.

 

The shinier ones of course are with the new spec map. Keep in mind it is ONLY specular, will only shine with a direct light on it. This is in no way a loot glint, glow, etc... In the dark they will be dark. Frobbing won't change their color either.

 

It is also backwards compatible with old, in progress and new missions.

 

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If you guys want to see it in game first I can set it all up in a test mtr file like I have now (alternate skins) and a quick map.

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If the team wants I will add this spec map to all gold items. It really has no overhead, just changing the mtr files and adding one small spec map.

 

I would also test it on the base materials (well, the gold decanter uses stock gold tex, my gold specular and the teapot tex as an Ao overlay) that are gold.

 

I also have one for the copper, brass and bronze (all used on decanters) but no comparison to old base tex in that shot.

(I did have a slightly blue tinted silver-currently on teapot 1.0 version but think it looks better here without it, just white spec)

 

I really think it helps set the metal types apart and makes them look more metallic.

 

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Oh, and this would NOT include changes to object specific sepc maps unless there were specific ones requested or needed. Like a tex with metal and wood on it, there might be too many of those to really get into. And most are steel anyway and/or already have good spec.

Dark is the sway that mows like a harvest

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f you guys want to see it in game first I can set it all up in a test mtr file like I have now (alternate skins) and a quick map.

 

That's probably a good idea. I actually didn't realize you were suggesting changing the existing ones--I was commenting more on the new decanter.

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OK, got a test map up on SVN.

 

maps/specular_test

 

All of the new spec materials are on the right side. Old materials on the left. all the objects are duplicated in the dark corner to inspect light and dark , grab a candle...

 

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I suppose things like chainmail can be tweaked but first I'd like to establish a good base with the more basic items. Then we can look at other spec maps.

Dark is the sway that mows like a harvest

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Neat. The urn gave a really distracting bloom radius, and the winebottle probably shouldn't be so glimmering. Otherwise, I like the jewelry and coins in particular. They don't shout "STEAL ME" like loot glint did, and they're definitely as shiny as I expect precious things should be.

yay seuss crease touss dome in ouss nose tair

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I think the result looks good to me, and still subtle enough to not be distracting.

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