Texture Acquisitions
Posted: (080301)(12:03.36)
I've been trying to get organised and financially secure enough to buy some decent texture packs for the projects. Well that time has finally come and the team and its projects have already increased in GBs of new textures. This is wonderful because texture resource is a big task for multiple projects that I alone can't possibly take care of along with everything else that needs my attention, so I'm happy to announce ViolaE's acquisition of these new resources.
If you have any suggestions on what resources should be invested in, please post your suggestions here. Keep in mind that any textures should be high-resolution and include decent bumpmaps for use in the Doom3 engine. I've spent many hours looking through packs of low-res single-pass textures, that simply won't do. So, there's still a few hundred dollars to spend in this area. I'm about to buy a big pack of dirty-decals and some graffiti, this will be an important addition especially to Shadowing Hate, where everything looks way too clean and shiny to come off as a realistic urban area. SH's decals have included only about a half-dozen of these decals up until now, so the more the merrier. Once these have been acquired and prepared for use, environments will begin to look a lot more convincing.
After enough textures have been gathered, team finance will go toward hiring some programmers and technical advisors to concentrate on some very important features such as AI. I had a brief chat with one programmer who assured me that everything I want to do with Quake 4 AI is very possible. The AI states, awareness system, tactics and quality, skills and abilities, and other little tricks to bring out a reasonable stealth gameplay system to an otherwise "run and gun"-only Quake 4 setup. I think such features are well worth paying someone to implement, and definitely to make it worth their while as it's all no easy task.
Anyway, the new textures will undoubtedly be showcased very soon.
If you have any suggestions on what resources should be invested in, please post your suggestions here. Keep in mind that any textures should be high-resolution and include decent bumpmaps for use in the Doom3 engine. I've spent many hours looking through packs of low-res single-pass textures, that simply won't do. So, there's still a few hundred dollars to spend in this area. I'm about to buy a big pack of dirty-decals and some graffiti, this will be an important addition especially to Shadowing Hate, where everything looks way too clean and shiny to come off as a realistic urban area. SH's decals have included only about a half-dozen of these decals up until now, so the more the merrier. Once these have been acquired and prepared for use, environments will begin to look a lot more convincing.
After enough textures have been gathered, team finance will go toward hiring some programmers and technical advisors to concentrate on some very important features such as AI. I had a brief chat with one programmer who assured me that everything I want to do with Quake 4 AI is very possible. The AI states, awareness system, tactics and quality, skills and abilities, and other little tricks to bring out a reasonable stealth gameplay system to an otherwise "run and gun"-only Quake 4 setup. I think such features are well worth paying someone to implement, and definitely to make it worth their while as it's all no easy task.
Anyway, the new textures will undoubtedly be showcased very soon.