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Thread: Improving some low-quality original objects?

  1. #526
    Member
    Registered: Apr 2002
    Location: Italy
    Quote Originally Posted by Nameless Voice View Post
    Linking to page numbers rather than post IDs doesn't make much sense since the number of posts per page is a user setting. There's no page 16 for me.
    And.......how do you link to the post?

  2. #527
    Above your name, to the left of the date, is a little page icon. That contains link info for your post.

  3. #528
    Right-click on the post icon , and choose 'copy link address' / 'copy link location' / 'copy shortcut' (depending on browser), then use that address in your link.

    Edit: Argh, beaten!

  4. #529
    Member
    Registered: Apr 2002
    Location: Italy
    Aaahhh, thanks!

  5. #530
    Member
    Registered: Oct 2004
    Location: Ireland
    Looking through the pictures, (perhaps I'm off the point?) but these objects just look to me like if put together in a mission would put dromed in a coma lol
    lord hammerarse's manor, The Suffer Catalyst
    The city spreads fever-60%on hold Chasm of the undead-40%on hold The last creak of the gear-2%priority

  6. #531
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Who made the model that jtr7 referred to? Do I need to bother trying to improve the flashbomb then?

  7. #532
    It's schwaa's. He's actually made high-poly versions of almost all of the gear (or all? ... I am not sure) ...

    I think what the flashbomb actually needs is a texture upgrade.

  8. #533
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    If I can get my hands on his models, I can try retexturing them. I doubt my model work would come close to his level anyway.

  9. #534
    Taking a break
    Registered: Aug 2002
    Here's the page it came from, starting two posts above:
    http://www.ttlg.com/forums/showthrea...25#post1636125

  10. #535
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Ah, so they were in his TTLG FM? I'll go dig through it for models and textures. Personally, I think we should go for something like this, which you posted:



    Given that shot, I think the flashbomb model should be about half the size it is in game, but since we're going for drop-in replacement I guess I can't do that. Course anyone is free to do that in their own mission.

  11. #536
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Quote Originally Posted by Yandros View Post
    Given that shot, I think the flashbomb model should be about half the size it is in game
    Small objects in 3D games almost always tend to be larger than they're "supposed" to be.

    Besides which, shrinking the model would lead to floating flashbombs in all existing missions.

  12. #537
    Yeah, I included the flashbomb, gas mine, mine in TTLG. maybe other stuff too but i can't remember.

  13. #538
    Taking a break
    Registered: Aug 2002
    Small objects in 3D games almost always tend to be larger than they're "supposed" to be.
    Yeah. How 'bout them apples? Crab apples or large cherries, more like.

  14. #539
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by ZylonBane View Post
    Besides which, shrinking the model would lead to floating flashbombs in all existing missions.
    Quote Originally Posted by Yandros View Post
    but since we're going for drop-in replacement I guess I can't do that.

  15. #540
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    I figured you were speaking artistically, not technically.

  16. #541
    Moderator
    Registered: Jan 2003
    Location: Temporarily in between gigs
    Quote Originally Posted by jtr7 View Post
    Yeah. How 'bout them apples? Crab apples or large cherries, more like.
    They actually started off as tomatoes.
    They still have the name buried in the game somewhere iirc.

  17. #542
    Let's not start that argument again.

  18. #543

  19. #544
    Taking a break
    Registered: Aug 2002
    Heh heh. Nice.

  20. #545
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Woah. Where'd you find the source for that?

  21. #546
    I can't quite remember, I found it some time ago.
    Could it have been the Photorealistic Texture Pack?

  22. #547
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Nice find. What object is that texture used on?

    I loaded Jeff's flashbomb into Anim8or and it didn't like it - didn't see it as a mesh although I tried Ungroup and Convert to mesh - so retexturing is not possible. To be honest, I personally thought the lenses on his were too big, they weren't in the same proportions as the original. So, I've decided to make my own anyway, using the new texture I made last night (not the one in the screenshot above).

    Edit:
    I went geodesic to get that "not a perfect sphere" look. Not sure it's working for me, though. Comments?

    Last edited by Yandros; 3rd Dec 2007 at 23:27.

  23. #548
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    From the original texture (and from a usability standpoint), it seems as if the lens should be, if anything, recessed instead of extruded.

    Also that button looks awfully tiny.

  24. #549
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Quote Originally Posted by Nameless Voice View Post
    I can't quite remember, I found it some time ago.
    Could it have been the Photorealistic Texture Pack?
    I don't know the exact origins, but it is included among Otto's improved object textures. He redid a lot of machinery, so maybe he did this one as well.

  25. #550
    Okay, I just looked through my texture collection to confirm, the source is from BerneBoy's Photorealistic Texture Pack. Metal096.jpg in the photorealistic_metal folder.

    I see that Otto does have a similar texture in his 'improved rust textures' pack, though it looks like he didn't tweak it to make it seamless and the same colours as the original.

    (The rest of the textures in that pack rather confuse me; they seem to be a mix of parts of my EP textures and Eshaktaar's lever textures, scaled down to the size of the orginal Thief textures (128x128) -- which seems to defeat some of the purpose of making higher quality textures?)


    Edit: about the flashbomb; from examning the Thief 2 intro, I'd say that the button and the red light should be separate. That red light looks more like an activaction signal than a button in the video, especially the way it's flashing as if to indicate that the bomb is active.
    Last edited by Nameless Voice; 4th Dec 2007 at 05:51.

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