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Old 25-10-16, 22:36   #15861
leoarcie
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Quote:
Originally Posted by mathew9r View Post
>Uh oh he's back at it again!

Was made in less then 12 hours, procrastination took over halfway.

Reminds me a lot siberian wilderness from RoTTR!
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Old 26-10-16, 00:51   #15862
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Originally Posted by leoarcie View Post
Reminds me a lot siberian wilderness from RoTTR!
Never really played it, really dislike the reboots lol :P

Sometimes I just have this image in my head and then I need to portray it inside a videogame ;P
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Old 27-10-16, 10:09   #15863
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TRC Rome for the 20th Anniversary competition..

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Old 27-10-16, 14:46   #15864
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So clean and gorgeous. Makes me wanna explore it!
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Old 27-10-16, 16:29   #15865
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Originally Posted by larafan25 View Post
So clean and gorgeous. Makes me wanna explore it!
Thanks.. Its taken me like 3 days to build the few streets I have made.. gameplay is pretty much non-existent so far.

I was going to make some interior apartment buildings or something, but with TRLE being the blocky way it is, the room felt tiny despite it being realistic in proportions.

I am going to have some collapsed building interiors though which will pay homage to Venice and Bartoli's Hideout from TR2 - but with a TRC vibe.
Also got some dark sewers and the underground tombs to explore towards the end of the level..

I'm hoping they'll all contrast quite well together.
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Old 27-10-16, 16:41   #15866
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That sounds awesome. Especially the sewers. I'm sure it'll work great.
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Old 19-11-16, 20:30   #15867
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A sneak peek of my first hub! It's actually amazing, looks crap but it's using sample textures and basic lighting until the gameplay is 100%. It plays really well so far with an awesome physics'y puzzle. I'm just trying to see if I can add more puzzles to the area and make it work.


You can see about 50% of the hub in this.

EDIT: I need feedback, there's a tiny cave you explore that's supposed to be dark as there'll be a prompt to activate Lara's PLS but is it ok for ethics to make it as pitch black as possible? IMO it plays great with the PLS (No plans for it to run out but I may programme it to deactivate in "bright areas" like outside) but I'd like other opinions. Again the textures are samples so if a smarty turns the gamma up I don't plan to texture until the entire map is finished as I fear not every texture shall be 256x256...


Last edited by GeekOfComedy; 19-11-16 at 20:34.
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Old 19-11-16, 22:19   #15868
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Quote:
Originally Posted by GeekOfComedy View Post
I fear not every texture shall be 256x256...
It is in fact better to NOT have 256x256 textures everywhere, especially not in large open areas.

Several reasons:
  • They can look grainy when viewed from a distance and this is the kind of grainy that is uneasy on the eyes.
  • You can have a lot less textures on your TGA, so nice transitions from various textures to others (like for example from rock to grass) can't be used much,
  • and when you have less textures at your disposal, chances are you'll get the wallpaper effect quite easily.
    Like for example, I'm using 512x512 tiles for rocks.
    These are split into 4 256x256 tiles so they all fit onto the TGA. If I were to apply these 256x256 tiles I would only have 4 rocks textures. When using only 4 different textures on large sections in large open areas, it'll look wallpapered.
    It looks a lot less wallpapered when using 128x128 tiles, because you then get 8 different textures out of that 512x512 tile.
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Old 19-11-16, 23:04   #15869
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Will the new TRNG allow mipmap textures at all to correct the graininess you mentioned?
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Old 19-11-16, 23:09   #15870
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No it will not; and I doubt any limit changes will be made either. Mipmapping feature is out of reach.
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