25 might sound high, but it's barely noticeable. Nevertheless, I'll do some more checks to see if they are more visible than the common levers in various lighting.
Seems like this would cause them to be unnaturally visible in low light. Wouldn't it be more correct to boost the gamma on the actual texture?Originally Posted by Eshaktaar
25 might sound high, but it's barely noticeable. Nevertheless, I'll do some more checks to see if they are more visible than the common levers in various lighting.
Okay, I re-uploaded that archive. Hopefully it will work this time.
Lady Rowena: It was just the objects and textures.
You could test it by dropping it into your Thief\obj folder if you were so inclined.
Objects included in the demo (I didn't include them all as the filesize would have been to big):
Metal Bowl
Candles (including gold candle)
Wooden chair, old wooden chair
Table, old table
Iron goblet
Gold Goblet (one variety only.)
Wooden Pail
Healing Potion
Has anyone got the zip file to work?
The problem still seems to be with wdplnks4.gif
The original 10-foot iron fences are a mess:
Is it possible to make these fences less Escher-esque?
not a replacement, but much nicer are these from the clocktower,
http://www.jasonotto.net/objects/fences.zip
Very nice, Ottoj55! The improved fences are excellent!
What I'd really like would be a replacement/substitute for the cemetary gate. I'm starting to hate it, but it's still the only one.![]()
@lady r, look in the pack, there are gates that go with these fences, same style, but like i said they aren't a direct drop in replacement, just nicer.
I tried uploading that archive a third time.
Not sure if that's fixed it, though... ?
wdplnks4.gif still doesn't work.
Re-uploading doesn't seem to work. There seems to be something wrong with the file itself.
If you're not careful this could soon turn into the Parrot Sketch.
Done.Originally Posted by Spiders
Okay, forget that. I'm going to put together an actual demo mission with all the objects (swappable between old/new version via button or inventory item) and send that to Jason.
I suspect Geocities is at fault somehow, as the original version of that zipfile works perfectly for me (using the Windows XP built-in zipfile handler), but if I download the one from my site... no luck.
Regarding that zip file, could you upload the final gif separately (and not zipped)?
Okay... try this:
http://www.geocities.com/nameless_vo...p/WdPlnks4.gif
I can now see all the textures now, though I can't replace the broken file in the zip.
The new objects look nice![]()
Does 'TableOld.bin' have an entry in the object heirarchy?
I've made some improvements to the Red and Orange door objects:
(More rounded handles, Better texture)
My Dromed Website | My All Torc Website | Stones and Glass Houses (All Torc Sequel) | Little dog shows Garrett who's boss
Wouldn't relatively high-poly crates make crate stacking impossible because it would choke the renderer? A ten crate stack would be 830 polys. Is this the end of crate stacking?
Has anyone repaired the red ropes from the bank mission? That is, not the ropes themselves, but the brass poles that carry them. Their bases (or feet or stands or whatever) are not rendered correctly.
I'll get onto it!
(BTW, I forgot to link to those doors. You can get to them via the link in my signature)
Edit: Having had a look, I can see that the problem is not with the model, but with its properties.
It inherits 'Renderer > Transparency (alpha) = 1' from the Fence archetype, and this is what causes the problem.
Most fences need this property to allow other objects to be seen through the transparency in their textures, so you can't remove it.
You could drag the FeltRopePost archetype up one level (so it's under TerrainLike but not Fence, then add the appropriate Material Tags.
Last edited by R Soul; 24th Jun 2005 at 14:25.
Crate stacking is the least of our worries, either way Thief can take up to ~10.000 object polys on-screen, provided you have the hardware.
I put a few of the those big fences in my FM about 4 in a row with some small walls next to each fence but i keep getting the(too many polygon in queue errors).Originally Posted by Ottoj55
![]()
Last edited by slipknot; 25th Jun 2005 at 09:44.
I've just sent an Enhancement Pack Demo Mission to Epithumia.
Hopefully he'll post a link to it here soon.
The demo only contains the objects I made at the moment (with the exception of one single texture made by Vigil, girder_lg.gif - I would prefer to be using my own texture for that, but don't have a suitable one at the moment.)
- NV
Last edited by Nameless_Voice; 27th Jun 2005 at 21:56.
i fought that error constantly during the clocktower, i think it has to do with the cross parts of the fences splitting the vertical parts, too many in a row and boom, crash. they are pretty stable in game, i can try to fix them up a bit for you. also shane, sent you the window you wanted.