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Old 08-07-19, 16:01   #18321
NoahCrofRaider
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Looks delightful. I love the windows and how their light rays work.
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Old 10-07-19, 22:06   #18322
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Originally Posted by NoahCrofRaider View Post
Looks delightful. I love the windows and how their light rays work.
Thank you! Just finished working on the library but I've promised myself I wouldn't share anything again for a while.
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Old 18-07-19, 21:43   #18323
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So I decided to try something a little different by using only Tut1 assets just for fun. Limited but simple and I am most comfortable with it.

Here's a screenshot of one room


May need some adjustment but it's a decent start
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Old 18-07-19, 22:07   #18324
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Looks really nice. Perhaps the sarcophagus could be brighter to fit the room?
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Old 18-07-19, 22:12   #18325
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Looks really nice. Perhaps the sarcophagus could be brighter to fit the room?
I will run it through Meta2TR to merge statics which will correct the lighting. Thanks

EDIT: Like this

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Old 18-07-19, 22:48   #18326
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Yeah that looks awesome, it fits perfectly!
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Old 20-07-19, 20:08   #18327
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So I recently picked up the LE after about 2 years of not touching it, and I decided to play around with AgentXP's India textures:

https://i.imgur.com/KNhgzOm.png?1

https://i.imgur.com/MFqr4lu.png?1

I have this habit of creating rooms that are too large I think, it feels very empty.

I might spice it up with some more triangulated geometry on the floor but any other suggestions/criticisms are much appreciated.

EDIT: oops there's a wrong texture, ignore that
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Old 20-07-19, 20:23   #18328
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I might spice it up with some triangulated geometry on the floor but any other suggestions/criticisms are much appreciated.
I'm working on a level set in South Asia as well, and AgentXP's textures sure are beautiful.

As far as suggestions, speaking from my own experience I find that looking up *real places* that are similar to what I have in mind gives me loads of inspiration. I am positive that Core designers did this as well, since so many of their textures are taken from real temples and tombs around the world.

Try looking up temples in Indian jungles. Are you planning for it to be Buddhist . . . or Hindu? They have different architecture and objects.

Also, think about how "people would have used the space in the past." I find some of the best classic and custom Tomb Raider levels have architecture that "makes sense" if you think about it being a place that was once inhabited, whereas the locations without that idea don't tend to work as well in my opinion. City of Vilcabamba "makes sense" this way, while Tomb of Qualopec doesn't as much. Coastal Village makes sense . . . Temple of Puna not so much.

I also get a ton of inspiration from replaying or rewatching Gold levels. With your tendency to make big rooms, this could be a fun way to think about how to cleverly use large spaces. Furnace of the Gods has some absolutely massive rooms but they are still interesting to traverse because of the architecture (accomplished almost entirely without objects).

So - what's *your* site? What's Lara's objective?
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Old 20-07-19, 21:44   #18329
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@ DVDSpike:
Please resize those images.

From our "Things you should know..." thread:
Quote:
All images are to meet both size restrictions, 1024x768 pixels and 500 KB.
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Old 20-07-19, 21:44   #18330
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@ DVDSpike:
Please resize those images.

From our "Things you should know..." thread:
Noted, I'll turn them into links
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