Looks great overall, although the windshield on the front looks a bit weird. The symmetry is a bit jarring, I think. Other than that, pretty much perfect. I may also want a version of the front with the lights on, but I think I’ll probably be able to make that myself once I figure out glow maps.
I’ll work on getting a coherent set of Chimera textures together along with the 10 new textures you’ve created, and then I’ll post another alpha with reshuffled Lava set and reshuffled landscape textures later this week. (The only level that should require any further retexturing as a result of the landscape changes is “Cel din urmă vis”.)
I should note that if you can render textures in 512x512 or 1024x1024 in the future, I’d find that preferable. (I’ve done all my own original textures in 1024x1024, but Goran’s Infinity textures are all 512x512, and they still look great even on my 1600x2560 Retina display. The Freeverse M2 textures are all 1024x1024, so Chronicles features a pretty wide mix of texture resolutions.) Regardless, there’s no problem with these specific textures, since the Chimera textures are themselves only 256x256; it might actually be strange for the train to have higher-resolution textures than the rest of the surrounding environment. If Chris or Scott ever make 512x512 or 1024x1024 textures, it might be worth redoing these, but otherwise they’ll suffice perfectly. Actually, it might make sense for the dream textures to have lower resolution; it can be written off as a poorly remembered memory or something.
ETA: I have implemented the train textures in a new shapes file along with a satisfying mix of about 34 Chimera textures. I need to cobble together a set of HD variants of these textures, along with new bump maps for them. I also need to convert the Earth textures in “Neon Valley Street” from the Lava set to the Sewage set, which should be relatively straightforward. Then I’ll also have to retexture and, for that matter, finish off “Cel din urma vis” (I was planning at least one more level if not two). Once I’ve done that I’ll probably push out another alpha with RADIX’ textures implemented. I may also have time to start on the Carroll Street Station architecture this week, but we’ll see.
…hmm. having thought about it some more, it might be helpful to have two rows of textures for the front and back of the train, in addition to two columns. I hadn’t thought of it before, but the train is likely to be recessed in comparison to the rest of the station. I haven’t decided how much – I might only indent it .25 WU, but for realism’s sake it should probably be at least .5 WU if not more. For now I can just use these textures in the middle with split polys and then make the rest of the area pitch black, but once I’ve figured out how I want to create the level geometry, I may have further requests.
I also figured out why the last three textures in the Jjaro/sewage set weren’t loading in Marathon – I’d never made frames for them. I hadn’t used them anywhere, but now I can.