by zib_redlektab » Mon Sep 25, 2006 6:33 pm
Oooh looking very nice.
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zib_redlektab
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by Aloys » Tue Sep 26, 2006 2:04 pm
Hoo that nexus has changed quite a bit over the last two weeks
I especially like the crystals, that gives it a bit of identity.
There is one thing that bothers me though. The place looks a bit too large to me. I agree it is still much smaller than the city (of course) but that still looks quite large. I might be wrong though, it is hard to judge distances just from pictures.
I was going to cover up the middle of the central district map image with a triangular "dias" which would contain the structure that has the hub's two linking books. That way, the same generic district texture can be used for all four districts on the map room floor.
That wouldn't be perfect because the courtyards aren't in the same spots in the central district. But it's a good idea, that and the other techniques you suggest should help.
I'll give it some thinking and I'll get back to you this week end.
I had totally forgotten this! :ph34r: This is indeed something that needs to be solved. Tell me when you'll get to this part and we'll work on this together if you want.
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Aloys
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by Robert The Rebuilder » Wed Sep 27, 2006 2:27 pm
[quote="Aloys"]There is one thing that bothers me though. The place looks a bit too large to me. I agree it is still much smaller than the city (of course) but that still looks quite large. I might be wrong though, it is hard to judge distances just from pictures.
You are right - the room is very spacious. The floor map, just by itself, is not really that big. So, if someone wanted just to walk from one pedestal to the other, it is a short trip. The floor is just big enough to support having pedestals in neighboring courtyards with just enough spacing in between. The reason that the room itself looks huge is that the walls first slope outwards from the three sides of the map at a very shallow angle; this is required for the avatar to look like it is climbing the stairs properly. Once you reach the ledge, it then slopes back towards the center.
It would be nice to disable the fog while being in this room; don't know if that makes the room look larger than it is.
[quote="Aloys @ Sep 26 2006"]
I had totally forgotten this! :ph34r: This is indeed something that needs to be solved. Tell me when you'll get to this part and we'll work on this together if you want.
I plan on doing the floor last. So, if you're willing, what I'll need are two 1024x1024 greyscale textures for the map:
- One reusable texture for the three outer districts
- One unique texture for the center district
The lights will take care of coloring the districts automatically, so we don't need the color in the texture. And these textures will not need the numbers; I'll add them as separate "decal" geometry to the floor.
General note to everyone: if anyone has a texture of the 25 D'ni digits that they're willing to share, let me know.
Also, I seem to recall that you had mentioned that you had textured one of Besharen's pedestals in Blender. Is that true? If so, would you mind sending me the Blend file containing the pedestal? I'll then use that in Prin Pahts.
Again - thank you for your help, Aloys. Once Prin Pahts is finished, I'll be glad to help you with its incorporation into Ahra Pahts: how to add the city level clickable books, incorporating the Python scripts, submitting the PRP file, etc.