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Old 06-10-17, 11:12   #211
Dustie
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Very nice textures. Are you using 256 or 128px size?
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Old 06-10-17, 12:42   #212
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AFAIK they're 128x128?

Loving the redone textures - especially those rusty ones with the ladder rungs on them - the ones in the top right corner.
Can't wait to see some screenshots
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Old 07-10-17, 15:30   #213
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Quote:
Originally Posted by Dustie View Post
Very nice textures. Are you using 256 or 128px size?
128. We already had to split several levels and thank god we managed to finish some without splitting them a second time we use a lot of textures in our levels... mainly transitions - that's because the maps are crazy huge and that requires lots of textures on the maps... we not only reach the max number of rooms but also the limit of texture number on the maps couldn't imagine if it was 256px size lol

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Loving the redone textures - especially those rusty ones with the ladder rungs on them - the ones in the top right corner.
Can't wait to see some screenshots
Thanks! There was no point in remaking all the textures because some of yours are flawless!

Last edited by SrDanielPonces; 07-10-17 at 15:32.
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Old 07-10-17, 20:25   #214
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Those textures will fit in my Underwater level in my Crystal of Live Remake
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Old 07-10-17, 20:59   #215
Dustie
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Originally Posted by SrDanielPonces View Post
128. We already had to split several levels and thank god we managed to finish some without splitting them a second time we use a lot of textures in our levels... mainly transitions - that's because the maps are crazy huge and that requires lots of textures on the maps... we not only reach the max number of rooms but also the limit of texture number on the maps couldn't imagine if it was 256px size lol
Yes, these days with all these textures and detailed objects I guess it's only natural to split levels. But it's easier to do when it's planned ahead.
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Old 20-10-17, 00:05   #216
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Apart from working on Living Quarters, I've also been improving old animations.
Today, I reworked on my old flipping animation on the tight rope (among others):


I'm still to implement a way to make Lara not being able to flip in the next few seconds (because, damn, I don't want the player to loop the animation ). I want the tight rope to be slightly challenging, however I added this animation so it doesn't have to be so slow. Perhaps I'll just make her unbalancing herself always after she's done flipping.

Btw, I wasn't even thinking on putting this to public, but whatever Consider this a sneak peek of Maria Doria itself (its atmosphere)
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Old 20-10-17, 00:17   #217
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Definitely an improvement, you need to adjust the speed of the animation though, it doesn't carry her far enough forward. I got mine by setting up a test room with a fixed camera so i could watch it side on and find the right value.

Also her feet are very loud and slappy, you should drastically lower the volume of the sample. Bare feet are very very quiet because the firmness muffles sound, those loud slaps just don't sound right.
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Old 20-10-17, 00:20   #218
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Looking good. I can't wait to play the game when it's done.
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Old 20-10-17, 02:11   #219
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So good. Not sure if this was something you guys added in, but I can hear what sounds like heavy heart-beating. Sounds really nice.
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Old 20-10-17, 08:42   #220
Dustie
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Quote:
Originally Posted by Boobandie View Post
Also her feet are very loud and slappy, you should drastically lower the volume of the sample. Bare feet are very very quiet because the firmness muffles sound, those loud slaps just don't sound right.
Second to that It's a bit like giant toad hitting the floor.
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