Nice to see things are humming along again 
softdistortion: Thanks for help out!
Synthesizer- NPā¦Been following your HL2 level work. very impressive.
Any chance youāre gonna be dropping some texture work with me?..the more the merrier 
Yes, I will be working on textures as well. Iām a bit busy at the moment, but hopefully Iāll have some time off after I finish this batch of commercials, and before I move to Sweden. I had actually started doing some, then got a bit bored and decided to start working on that factory 
softdistortion: What do you mean by āoriginalā? Material I posted is all related to photos Iāve made. Thereās no copyright on this stuff. I wouldnāt post nothing that is not mine.
Iām glad for your help with this project 
http://www.box.net/shared/gl1yhzsm2m
http://www.box.net/public/m4zjt8xkak
What do you think about it?
Synthesizer- sweet. :bounce:
Kope- yeah, thatās what I was curious about. It wouldnāt be an issue either way, but now that I know they are your own one of a kinds, itās all the more interesting to work on. 
just dropping in to say āGreat work fellasā
I have been reading the last few pages, and what a great project for drive and commitment
you should all be very proud of yourselves 
and please keep it up:)
Indeed good to see things progressing.
Hereās just a quick post of what Iāve been doing on the project in the past couple of days. Iāve been working on the back/mountain side at the left. This is what it looked before:

And now:

Iāll reply to the previous posts tomorrow.
wow, that new addition is awesome PJ. Itās even better cause the way it was before seemed kinda boring. ![]()
Hi all,
Iāve been watching this project for some time now. Itās unbelievable what you guys have accomplished. This is a big project. The detail in it is awesome. It will be interesting to know what you plan to do with this project when itās completed. Keep up the good work!
Canāt wait for the release of V12.
[b]Update week 13
[size=2]General Progress
[/b]The past week hasnāt brought much news, mainly due to the fact that people have been busy. [/size][size=2]So this update is somewhat short.
There have been some more people who offered help, for which Iām thankful.[/size]
[size=2]I had planned to do some work on the design document, but it didnāt really come to that. I will work on this next week though, I promise 
[/size][size=2][color=DarkOrange][color=#fffffe][color=SandyBrown]@softdistortion: I really appreciate your enthusiasm! I will let you know when I get to the texturing part of the design document.[/color][/color][/color][/size]
[size=2]
[color=DarkOrange]2nd Level, Left side:
[color=#fffffe]Hereās the last update on the 2-lb section:

MaxScripts:
The regionrender script still has the memory issue with large scenes. It crashes once the stitching begins, and I really donāt know why, because at that moment the memory usage is actually lower than at render time. Because I canāt resolve this problem, I think Iāll move the stitching process to the back again, so that all cameras are rendered before stitching commences. This will make sure that when you render with multiple camera selected, the script will finish as much work as possible (which is nice when you let it render overnight)
The 3dToSprite script now outputs seperate frames again, and an XML file with the necessary data for the flash 3d viewer. Iāve planned to continue working on the flash part next week.
[color=DarkOrange]New website:
Emiel and I have been fleshing out some of the ideas we had for the technical part of the website. The work weāve done is actually for another (not even similar) project, but as weāre aiming to make a highly flexible content management system with for example easy use of templates, ādynamicā page creation etc, weāll be able to use it for MT just as easily.
[/color][/color][/color][/size]
Kope and I were already talking and I was thinking about us starting to work up some tiling textures from his photos.
So we get that started until you need me more, and then you and whomever else is gonna make the dcisions can pick the ones they like.
One thing I would like to know soonish. Are Normal and Alpha maps supported?
Thanks
Here are my suggestions for general texturing
prepare at least 3 different sets of textures for buildings.
First set would be aplied on ones in sun. Second one on buildings in shadow. Third set would be placed on northern sides of all buildings.
prepare ground textures and some dirt to place on it (with alpha channel) next to buildings. To avoid the effect of placing houses on un-natural and unmatching ground.
-There could be different textures sets for monumental buildings like Great Hall, Library and so. If possible each level could have its own special set of textures (to avoid sensation of tiling and tiling same buildings). Lowest levels would be the poorest (more dirt, cracks, wall vegetation, such things)
What I mainly stated looks this way:

EDIT:
Texture size
If we consider avarage MT building as 3 or 4 floored then it would be tall something about 12-15 meters (30-45ft). In your opinion how many pixels should stay then in one square meter? 256x256 maybe? Wonāt it be too big?
Nice work Kope.
I wonāt say anything on sizes etc till I get more info on the budget and ability we have on the viewer for textures.
EDIT**
Synthesizer linked me to the team forumā¦
Started a pre Wiki/Document thread for texture WIP/info> HERE
Thanks Synth!
Iāve done some work on tilings⦠check this out (diffuse only). Itās 1024x1024 texture (can be resized down in future) tiled 6x6. Still require some adjustments.

⦠and a closeup for more detail

Just out of curiosity, with the textures are you trying to depict limestone and marble stone?
Secondly, have you designed the city to scale as it was in the movie (7th level being 1320 feet high plus the tower being just over another 300 feet)?
Lastly, if you ever want to use and Elvish (Minas Tirith being a Numenorian city) within the city then thatās one way I can help if you need it. 
Looks good Kope.
Pjanssen- I received your PM, but couldnāt send replyā¦your inbox is full from all of the team PM you I think. 
All is good and thanks for the reply. Will try to see if relogin works. :wip:
Iāve been doing some work on a concept for the design document system. At first the plan was to use the MediaWiki system, but after some trying it seemed a bit too complicated and not really the right structure for a design document.
So weāll just make a system ourselves 
It will be a rather simple system, basically a dynamic document.
Features will include:
[ul]
[li]View articles and the index.[/li][li]Add articles.[/li][li]Edit articles.[/li][li]Remove articles.[/li][li]Search articles.[/li][li]View article editting history.[/li][li]View printable version.[/li][li]Save as PDF.[/li][li]Subscribe for article changes.[/li][/ul]Youāll need to be registered (and given permission by an admin) to be able to edit, add and delete articles. The users database will be hooked up to the websites users. This way youāll need only one account for the design document, teammembers backend of the website and the forum.
Itās good to see back some activity on CGtalk forum :):)
Design doc in latin language? WOW. Shall I open my old latin books to understand something? 
@ Pier- what exactly (subjects, topics) will include Design Document? If I understand well it will be some kind of briefā¦
Yesterday evening Iāve heard from a person that would like to join project as music composer about two skilled programmers that would like to join too. And here comes my question: do we need additional programmers?
btw: texture testing updates pretty soonā¦
The design document will be an overview of all the project goals, requirements and so on. It will be a reference for all things that have to be done and will form a basis for further decisions that might have to be made later on.
The latin is of course temporary, check www.lipsum.com
About more programmers, Iād very much welcome it. However, it will largely depend on Flavien of course, since everything will have to be compatible with his work.