Author Topic: TEXTURE MODS--3/21 update includes option to design tunnels and effects!  (Read 159602 times)

Faxmachinen

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Re: Thief
« Reply #90 on: March 25, 2008, 09:45:21 am »
So, Keeper glyphs for the fireworks. I don't recognise the rest of the effects. Did you improvise or should I go install the games again? :P
The arches I used for the rings are entirely fictional, yes. But the hit sprite is inspired by the vine clump texture. That might only be in Thief 2 though.

Caranfin

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Re: Thief
« Reply #91 on: March 25, 2008, 10:17:26 am »
So, Keeper glyphs for the fireworks. I don't recognise the rest of the effects. Did you improvise or should I go install the games again? :P
The arches I used for the rings are entirely fictional, yes. But the hit sprite is inspired by the vine clump texture. That might only be in Thief 2 though.
Figures. I never got into The Metal Age as much as I loved The Dark Project. Only played it through thrice, I believe. You have now given me a great excuse to go taff around with the Hammerites again, thank you.

And to keep this post at least partially on topic: I really like all the work people have put into this. I'll have to try making my own stuff.

Rynex

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iccy, i'd like to see a technical guide out. not much to it, but maybe i'd learn something new or have some exact numbers to work by.

what are you guys using for your mods? i'm currently using Fireworks CS3, as i know all the adobe keyboard shortcuts. seems to do everything i want and quickly.

I will probably do it tomorrow or something then. Some things i'd like to try out first though. Quest Viewer uses a really simple effects engine and i've used something similar before to generate some effects for other games.

It doesn't really matter what you make the image in, you just have to ensure it follows the rules documented at the start of the thread. Having said that, I use Photoshop and Illustrator.

merquryman

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I redid the highway streetlamp. Its now a moreso anomalous light on top of a post. A bit abstract, but it looks nice in-game


merquryman

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I redid the highway streetlamp. Its now a moreso anomalous light on top of a post. A bit abstract, but it looks nice in-game
That kinda looks like a palm tree. I thought about it and figured, Why not?

PALM TREES!
And summer-related fireworks. I also added a cute hammock to one of the palm tree rings. Its fun gliding under the hammocks :)

« Last Edit: March 25, 2008, 11:05:54 pm by merquryman »

BigYeti

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Hey, I went ahead and shortened the Street Lamp a tiny bit.  I'm happy with it.  Seriously nice idea on the Highways!


Merq:  Nice, palm trees!
Quote from: Dick Masterson
The Apollo 11 mission was mankind walking to the edge of the Earth and telling the universe to go fuck itself. We go where we please, when we please.

Gooner

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nice lamps and palm tree sets, merquryman.  I'm gonna start using these

merquryman

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Thanks for the feedback everyone!!

Right now I have my eyes set on flower sets for springtime, but Im having trouble finding what flowers to do. Im thinking either sunflower or some daisy/lily, maybe both. They will be exclusively for white background.

Hey, I went ahead and shortened the Street Lamp a tiny bit.  I'm happy with it.  Seriously nice idea on the Highways!

Looks good. Not much different. Im considering making a two-sided streetlight to be placed in the middle for Double Vision enthusiasts (Those with XB360 Controllers), but I dont know if theres enough demand, and it would be pretty obstructive for all other cars that run on 3 lanes
« Last Edit: March 26, 2008, 12:46:52 am by merquryman »

darchinst

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merquryman:

did you figure out how to keep the posts straight on corkscrews or is that impossible. if so it's all good, just play on straight tracks.

btw, loving the lamps and palm trees, you've definately given me a couple of ideas to work on.

BigYeti

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darchinst:  Its pretty hard to notice on corkscrews.  Yeah, it's there, but you go by so fast...


merquryman:  I only lowered the lights a tiny bit.  But it made all the difference I was looking for. 
« Last Edit: March 26, 2008, 10:39:37 am by BigYeti »
Quote from: Dick Masterson
The Apollo 11 mission was mankind walking to the edge of the Earth and telling the universe to go fuck itself. We go where we please, when we please.

merquryman

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Re: TEXTURE MODS--3/21 update includes option to design tunnels and effects!
« Reply #100 on: March 26, 2008, 11:16:12 am »
merquryman:

did you figure out how to keep the posts straight on corkscrews or is that impossible. if so it's all good, just play on straight tracks.

btw, loving the lamps and palm trees, you've definately given me a couple of ideas to work on.
Nah, theres no real way unless the rings are radially symmetrical (symmetrical around any diameter of the circle)

I've taken a brief hiatus to focus on a research project for school, so I might not have any new mods out for a little while.

BigYeti

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Re: TEXTURE MODS--3/21 update includes option to design tunnels and effects!
« Reply #101 on: March 26, 2008, 05:56:21 pm »
Any chance we'll be able to mod the blocks next?  Or perhaps the background/skybox of the map?
Quote from: Dick Masterson
The Apollo 11 mission was mankind walking to the edge of the Earth and telling the universe to go fuck itself. We go where we please, when we please.

darchinst

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Re: TEXTURE MODS--3/21 update includes option to design tunnels and effects!
« Reply #102 on: March 26, 2008, 06:12:31 pm »
i said that not long ago. i want to mod everything. background, 3d objects, definately the track and the blocks, etc.

i understand that he made the game how he liked it, but letting the public mod it won't hurt his sales for sure. take half-life for one tiny example..

BigYeti

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Re: TEXTURE MODS--3/21 update includes option to design tunnels and effects!
« Reply #103 on: March 26, 2008, 06:20:29 pm »
I'm sure we'll be able to texture the 3-d objects at some point...but since they color dynamically I wonder exactly what we have to work with...?
Quote from: Dick Masterson
The Apollo 11 mission was mankind walking to the edge of the Earth and telling the universe to go fuck itself. We go where we please, when we please.

darchinst

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Re: TEXTURE MODS--3/21 update includes option to design tunnels and effects!
« Reply #104 on: March 26, 2008, 06:25:13 pm »
speaking of the colors, it'd be nice to be able to pick the colors that cycle through.

say, make the track, background, blocks, fireworks, ring, hit, everything like cell-shaded, and then be able to limit the color cycling to 3 certain colors? it would certainly help with controlling the look of your mod..