PhilipK Posted April 28, 2006 Report Posted April 28, 2006 Thanks kfs Yeah I gues I can try to make that trim a bit more interesting Right now I have one 256x512 trim tex with 8 trims in. I plan to do another one and I think I'm gonna fill half of that texture with 16 unit height trims as well (and even make some of those clipable in half to . So that'd mean perhaps 16 more trims. I'll try to make some more easily used as well that you can basicly cut anywhere. Quote
spacer Posted April 28, 2006 Report Posted April 28, 2006 If you're gonna make it for Q4, you should probably make all the trims as seperate textures to make it easier when people come to start using patch brushes with your trims Quote
PhilipK Posted April 28, 2006 Report Posted April 28, 2006 they are. ehm not well i dont think it'd be much of a problem and i talked with kfs about this earlier. it's always good to save as much performance as possible Quote
KungFuSquirrel Posted April 28, 2006 Report Posted April 28, 2006 It's a tradeoff, really. Patch alignment will be a little more annoying but if you know your sub-1 texture divisions really well it's not too hard to fit/shift around. And it's always plenty easy to go flat, lift texture alignment from an adjacent brush, and then bend. The gain is that all of the trims will be in 1 batch per portal area. That's crazy awesome for how many textures he's apparently cramming in there, and is something that I'm sure we would have done all over had we had better and accurate performance information available more than a few months before we shipped. Quote
Mazy Posted April 28, 2006 Report Posted April 28, 2006 Jesus Blaz I just choked on my coffee when I saw that. Awesome stuff. Also Skjalg, good job, dont let Blaz overshadow you Quote
PhilipK Posted April 28, 2006 Report Posted April 28, 2006 thx mazzle Here is the first trim "pack" I made one b version with illumination on some parts. But I also changed the diffuse colours and darkness (and the dirt.) I'm not sure yet tho.. since you might want one trim where some lamps glows and some dont and that you cant do now as they are shifting in brightness and colour. On the other hand you get a lot more variation like this and I would have had to make a b variation diffuse anyhow.. the texture is 256x512 so it's tiled two times on each plane btw. Quote
PhilipK Posted April 28, 2006 Report Posted April 28, 2006 oh btw. damn cool to see such hires textures in duke3d there.. bit late on commenting that btw Quote
General Vivi Posted April 28, 2006 Report Posted April 28, 2006 thats pretty nice philip i love the way it makes everything pop out so nicely ^^ -vivi Quote
Skjalg Posted April 28, 2006 Report Posted April 28, 2006 Jesus Blaz I just choked on my coffee when I saw that. Awesome stuff. Also Skjalg, good job, dont let Blaz overshadow you Thanks In many ways Blaz is my tutor in all of this, he's the one that has taught me most of what I know, so its okay that he overshadows me. For now Quote
Squirrelly Posted April 28, 2006 Report Posted April 28, 2006 I don't know Phillip, it just doesn't have the same... "umph" as your previous texture. I'm not so sure I like it. Very nice normal/specular map though. Quote
Polaris Posted April 29, 2006 Report Posted April 29, 2006 I think it could use a bit of color like the last one, but otherwise they look good I especially like the third last one. Quote
PhilipK Posted April 29, 2006 Report Posted April 29, 2006 thx don't forget the last one is actually 8 trims (top to bottom) and i kept the colour tones down on purpose. im actually a lot happier with this than the earlier ones i made tbh i have some new ones in the making too. i think im gonna move on to floors soon as well. Quote
Steppenwolf Posted April 29, 2006 Report Posted April 29, 2006 awesome stuff PhilipK! Looks pretty realistic and interesting. Quote
csharp Posted April 29, 2006 Report Posted April 29, 2006 Great work blaz, looks very realistic and cool Quote
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