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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #1001
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    More WIP

  2. #1002
    Member
    Registered: Aug 2002
    Location: Deep inside mediocrity
    I have reinstalled Dromed and have started a new mission. I actually came up with a story first, this time. The theme or story is loosely based on a dream I had where I was in the old Victorian style house I grew up in and at the same time I was in a Thief mission. Since I learned quite a bit from the mistakes of the last mission this one should work better, and maybe even be fun to play.

  3. #1003
    Member
    Registered: Aug 2003
    Location: Belton Missouri
    Thanks to encouragement from Queue, Ive dusted off my very first FM from back in August 2002
    Last save was dated may 14 2003



    So its my noob mission. I gave up on it since my 2nd FM recieved bad results from the testers for being way too big. (Which is also "abandoned")
    Last edited by Vlad Midnight; 3rd Feb 2009 at 23:33.

  4. #1004
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Hey, good to see you working in T2, Vlad.

  5. #1005
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Quote Originally Posted by Yandros View Post
    Hey, good to see you working in T2, Vlad.
    I'd say, even better to see him working on a T1 project...

  6. #1006
    Member
    Registered: Aug 2003
    Location: Belton Missouri
    Well heres my Thief Gold on hold for a few weeks.
    I made a thread with these shots, but at the time I had forgotten about this thread.





    Last edited by Vlad Midnight; 3rd Feb 2009 at 23:33.

  7. #1007
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    Ooops, sorry, I saw the light around the flames and thought it looked coloured...

  8. #1008
    Member
    Registered: Aug 2003
    Location: Belton Missouri
    No, you were right. The first post is in fact T2, the trees definitely give it away. Tried hard to import them into gold with no luck. They were giant objects that in no way resembled a tree. The jorge leaves I could've fixed but why bother when the tree wont shape right.

  9. #1009
    Member
    Registered: Aug 2002
    Location: Deep inside mediocrity
    Those are some nice screenshots there LarryG and Vlad Midnight!

    I have made pretty bid dent in the mission I started the other day. The working title is: Basso's Treachery. It is a mini city/mansion(really big house) type mission.

  10. #1010
    New Member
    Registered: Feb 2009
    Location: UK
    A test room I've been working on to try and pin the overall architecture style...




    Wille: Superb stuff. Really looks like T3.

  11. #1011
    Member
    Registered: Aug 2001
    Directed at Willie, fine job, those screens look awesome, especially that last one. It, ahhh, looks a bit foreboding.

  12. #1012
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Great work, Cog !

  13. #1013
    Moderator and Priest
    Registered: Mar 2002
    Location: ...and mastadons
    Quote Originally Posted by Cog View Post
    A test room I've been working on to try and pin the overall architecture style...
    My jaw is dropped here. Stunning work.

  14. #1014
    Member
    Registered: May 2004
    Location: Lyon, France
    That's for T2?

  15. #1015
    Member
    Registered: May 2002
    Location: Toronto
    That looks awesome Cog! The textures look really crisp - are you using smaller texture sizes? (15-14?)

  16. #1016
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by Sliptip View Post
    That looks awesome Cog! The textures look really crisp - are you using smaller texture sizes? (15-14?)
    Does anyone actually still use 16? I don't think I've ever used such a high texture scale.

  17. #1017
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I do. Fewer repetitions.

  18. #1018
    New Member
    Registered: Feb 2009
    Location: UK
    Thanks, guys. Glad you like 'em. Hopefully now I have the architecture style and general atmosphere sorted the rest of the build won't take as long as the initial fiddle.

    Quote Originally Posted by Sliptip View Post
    ...are you using smaller texture sizes? (15-14?)
    Size 15. I've read a lot of stuff on here regarding tweaks, and I found that anything smaller than 15 tends to look too crisp? It might seem like a strange thing to say but, personally, the visual effect is not good and doesn't even suit the old Thief setting when you go any lower - particularly when it comes to the shadow outlines. Plus, R Soul makes a good point about repetition.

  19. #1019
    Member
    Registered: Nov 2001
    Location: Drinking baby lemonade!
    I still use 16 and even 17 occasionally, in large spaces, as R Soul said to minimize the repetition.

  20. #1020
    Member
    Registered: Mar 2001
    Location: Ireland
    Wouldn't it make more sense to use multiple textures to avoid repetition in a large area? If you can afford the extra brushes, of course.

  21. #1021
    Member
    Registered: May 2002
    Location: Toronto
    That's a tough call - For FP I'm stacking textures like you suggest NV - but man, just about every space is double the brushes.

    I think if you're using the stock textures you're kind of stuck using 16 and up since they tend to be pretty small (32x32, 64x64 etc.)

    All the floors in FP are size 14 because of the window shadow effects. I'm using other shadows to avoid repetition - but's it's been a real job to stay on top of.

  22. #1022
    Member
    Registered: May 2004
    Location: Lyon, France
    ...and extra textures

  23. #1023
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Because of this problem I always try to avoid large areas, and to add something on the walls to hide/break the repetition.

    I used to only have textures with 15 in size, and eventually 16 to add variety with the same texture.
    But I'm trying something different with my next mission, to use most of the time 14 in size, and even go down to 13 or 12 for small details here and there... Now that's getting tough !

  24. #1024
    Member
    Registered: May 2002
    Location: Toronto
    One word of caution on that Drk, though is that too many size 14 and below on screen seems to cause your textures to flip between lit/unlit during gameplay after a few minutes. I never nailed down exactly what caused it - but it only ever seemed to happen when long views were involved.

    I think Yandros mentioned he had had the same problem once - He may have a clearer idea of what causes it.

  25. #1025
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    I know, I've had many bugs before with textures, but so far so good. I know with a large surface it can have bugs, like a 100 wide brush with a 14 scale texture on it. Also if lightings are too complex.

    Anyway no problem so far, I always contain the view in order not to have many things in sight, not because of textures but because of my design. The "scene complexity too high" is my best ennemy...

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