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

  1. #1601
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I see what you were trying to do, but the texture doesn't map right onto that surface. But what I see with both yours and my own new object is that the entire cube face is still either lit or unlit, regardless of the number of polys. I took my cube, which was 12 polys (2 triangles per face) and subdivided each face several times until I had 384 polys (64 per face), and still the entire face is either lit or unlit.

    Am I missing a setting either when converting to bin or in Dromed on the object to make this work? (I used Phong Gouraud but I doubt shading would have an impact on this issue.)

  2. #1602
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I think BSP will merge polygons if it can, so just splitting up faces won't do anything. You'd have to nudge some points in or out a little bit.

  3. #1603
    Looks like I'm wrong again then

    I could have sworn it lit objects properly but having just spent half an hour fiddling with bsp trying to work out what's wrong it can only be that thief is stupid.

  4. #1604
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Ahhh.... so when 3ds2bin reported 384 polys that was before merging? Anyway... the lighting didn't behave as I was hoping even with zombeh's model, which definitely does not have a flat surface, so I'm just going to go with terrain textures.

    Second frieze texture:



    That may be it, unless I can find a good third texture somewhere.

  5. #1605
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    New(er) Torch

    I was already psychologically committed to making a new torch model when NV provided the information which -- had I had it earlier -- would have obviated the need for the new model. But since I was already there mentally, I decided to go ahead. Here is my New(er) Torch side by side with the EP torch.


  6. #1606
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    OOO shiny! I like it!

  7. #1607
    Member
    Registered: May 2005
    Location: Full on Kevin's mom
    A few more.








  8. #1608
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Nice Larry and R_T!

  9. #1609

    So, what's the angle?



    Rubberman complained about this face not being aligned, so I had to fix it...

  10. #1610
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I ended up making four more reliefs (more appropriate than the term "frieze", surprised Digi didn't nag me about that), but one doesn't look right at 8x8 so I may work it in at 16x16 elsewhere. I like these two:


    Not a relief, really simply a wall drawing.


    Perhaps a bit too classical Greek, but it's nice and dramatic. Depicts someone dying, so it fits right into the crypt.

  11. #1611
    Member
    Registered: May 2005
    Location: Full on Kevin's mom
    Those looks good, Russ. The latter fits with the rest more, IMHO, but I do like the emotion portrayed in the former. A mother begging for the life of her child fits pretty well in a crypt.

  12. #1612
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Thanks to problems with installing the standard lockbox onto a custom jail cell door, a hint from Shadowspawn about how locks work, and some help from Qolelis getting the disconnected bolt hardware to hilight when the door is the focus, I now have a working deadbolt-locking jail cell door! (It may not be much compared to solving world hunger, but it makes me a little bit happy.)


  13. #1613
    Very cool!

    Your getting my vote for rookie of the year.

  14. #1614

    Aah, they grow up so fast these days...

    It's great to see it in action, looks good.

  15. #1615
    Member
    Registered: Sep 2002
    Location: Bloodstone
    R_T: Interesting scenery!

    Larry and Yandros: very nice stuff as always

  16. #1616
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by Random_Taffer View Post
    Those looks good, Russ. The latter fits with the rest more, IMHO, but I do like the emotion portrayed in the former. A mother begging for the life of her child fits pretty well in a crypt.
    I'm probably going to throw them all out and do something different. I'm not happy with how unalike they all are, I want something that looks more... planned and coherent.

  17. #1617
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    I'm currently stuck staring at the inside of one of the buildings - I vaguely know what I want it to be (local utility station), but somehow the space inside isn't cooperating...

    I suspect it actually wants to be something different

  18. #1618
    Thief Reloaded Contest Winner
    Registered: Jan 2007
    Location: Germany
    I'm about to finish this mission:



    Some readables are still missing and the whole thing needs to be retranslated back into german...
    All cutscenes and briefing videos are also finished and I hope I can start the beta test in september

  19. #1619
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by Yandros View Post
    I'm probably going to throw them all out and do something different. I'm not happy with how unalike they all are, I want something that looks more... planned and coherent.
    Now the crypt entrance room is full of death frescoes like this one.


  20. #1620
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    This one works much better than all the others

  21. #1621
    Member
    Registered: May 2005
    Location: Full on Kevin's mom
    Quote Originally Posted by DrK View Post
    This one works much better than all the others
    Agreed!

  22. #1622
    Member
    Registered: Nov 2006
    Location: Szeged, Hungary
    After almost a year hiatus, I am working again on the the second part of my "Lord of the Thieves" campaign. At the moment, I am building an orc encampment.

  23. #1623


    Yesterday I added a few terrain details underground. Before I went to bed I ran complete processing on everything and all was fine. The thought never even occurred to me that this could cause trouble. Today when I ran around as I usually do to check things out, my old friend "Scene complexity too high" was back in two spots above ground. I went back to an old save from before I added the underground terrain details and yup, no scene complexity there.

    I admit that I haven't exactly been saving polys when building this thing, but I didn't think details in one area could affect the polycount in another area like this.

    Oh well, I have, as I see it, three options:
    1) Delete the details. They made the cave system look much better, so I prefer not to.
    2) Make sure that the player cannot reach the complex spots. I have never been a big fan of artificial boundaries, but I may have to add them.
    3) I have these two areas that are kind of overlooking each other and I could isolate each area and then put up a simplified copy of the other. The player teleports between them, so I could get away with it.

    Option 1 solves the immediate problem, but I will probably not be able to add even the smallest details after this. The same goes for option 2, but with the advantage that I can keep the newly added details and with some luck I could even make the artifical boundaries a stupid excuse "fun part of the story".

    Option 3 would reduce the polycount enough for even more details... maybe... It all depends on how detailed I will have to make the copy without it most blatantly looking like a copy. Option 3 would mean a lot of work without any guarantees that it would solve the problem.

    What? You all want me to go for option 2? Okay! Seriously, though, comments are welcome!
    Last edited by qolelis; 23rd Jul 2009 at 11:40. Reason: Solving ambiguity!

  24. #1624
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Try typing render_backward in the console as well. Complexity errors in other parts of the map may be due to the complex stuff rendering when it's not visible. You may be able to block off certain spots with more terrain to prevent this.

  25. #1625
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by qolelis View Post
    Seriously, though, comments are welcome!
    Well, can I propose Option 4?

    If you can, replace terrain details with custom objects in locations where this is not going to cause collision problems or the like.

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