[project1dev] Re: Items left for milestone (5/11)

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 26 May 2009 19:41:33 -0700 (PDT)

Hey Eric, 

=] Just saw the post below, got it!

Thanks for the info/instructions. I will run through that before sending 
models. I figured that is what you guys were getting at.

Are we talking triangles? It is been a while, I can't remember if the poly 
counts you get are after triangulation/rendering or before.

-K

--- On Tue, 5/26/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: Items left for milestone (5/11)
To: project1dev@xxxxxxxxxxxxx
Date: Tuesday, May 26, 2009, 12:58 PM

oh good point eric
 
Ok so basically we want to keep models as minimal as possible for vert / poly 
counts since the lower polys we have the better the game will run and the more 
we can put into a map.
 
We don't have a specific polycount target or anything yet unfortunately and 
there's optimizations to be had so we will find out as we go but basically we 
want to try to minimize it to the amount of polys to what is needed.

 
For instance with the original miner model, the model was 5500 polys and it 
made the game chug (well at least on my machine and a few others).
 
I used the model optimizer in milkshape (details on that below if you want em!) 
and was able to drop it to about 550 polys with almost no visual degradation, 
like in game it looked the same but it used 10x fewer polys which would let us 
put 10 of the new guys on one screen for the same cost as 1 of the old which is 
pretty substantial!

 
So yeah, there's no hard numbers but we want to make sure we aren't using like 
6000 polys for a single lantern or anything like that, which is really easy to 
do by accident.
 
Of course keep in mind it's the programmer's role to push the polycount down 
for performance and the artists role to push it up for appearance rofl - so 
we'll have to find a happy medium as things progress and we'll probably have 
some kinda hard target goal for number of polygons rendered at any one time.

 
Anyhow just FYI!!
 
optimizing meshes in milkshape:
 
in milkshape under the tools menu there's an option that is something like 
"directx mesh tools" click that to bring up the window.
 
In that window is a slider.  You can slide it to the left to make it use less 
verts and view a preview.  Basically take it down to as far as you can where it 
still looks acceptable then click the disk looking icon and it will apply your 
changes.

 
When you optimize a mesh you lose all animation data so you want to make sure 
and animate after optimizing if you are animating (:
 
i forget anything eric? that sound ok?

On Tue, May 26, 2009 at 12:23 PM, eric drewes <figarus@xxxxxxxxx> wrote:

hey katie, also did alan talk to you about model optimization, etc? 






On Tue, May 26, 2009 at 3:19 PM, eric drewes <figarus@xxxxxxxxx> wrote:

ya katie, have at it on all those props, i knew that tent would be a feast for 
one of us :) so eat up!  if you can think of other props for it, the world is 
your oyster, etc.  :)  can't wait to see what you come up w/!


as far as character modeling goes... um, lets get this place built then we can 
discuss that aspect because w/ character creation coming up that is a huge 
decision and we'll have to figure out what direction we want to go, so lets 
burn that bridge when we get to it ;) it will impact the rest of the game and i 
havent really had time to discuss that w/ anyone yet. 





On Tue, May 26, 2009 at 3:15 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

I actually ended up planning to play tf2 with my friend, and everyone
from our group came to play too.. on Sunday night we had 8 people out

of 10 total in one game, it was crazy!

It was funny reading that you wished we did a fps cuz of that too, heh




On Tue, May 26, 2009 at 11:55 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> i was gonna go hikin and kept putting it off til monday then realized it was

> memorial day and all the parkin would be full hahah, so did nothin all
> weekend. i suck :p
>
> On Tue, May 26, 2009 at 11:53 AM, Chris Riccobono <crysalim@xxxxxxxxx>

> wrote:
>>
>> I was totally mia this weekend too, I spent almost the whole weekend
>> playing team fortress 2 with my steam group... it was really fun times
>> :)
>>
>> On Tue, May 26, 2009 at 11:27 AM, katie cook <ktmcook@xxxxxxxxx> wrote:

>> > Hey Eric,
>> >
>> > I am catching up with the post and then I will check in with you here in
>> > just a few. Sorry I was out of touch this weekend, I was consumed
>> > w/mucho

>> > family BBQ stuff for the holiday.
>> >
>> > --- On Sun, 5/24/09, figarus@xxxxxxxxx <figarus@xxxxxxxxx> wrote:

>> >
>> > From: figarus@xxxxxxxxx <figarus@xxxxxxxxx>
>> > Subject: [project1dev] Re: Items left for milestone (5/11)

>> > To: project1dev@xxxxxxxxxxxxx
>> > Date: Sunday, May 24, 2009, 3:06 PM
>> >
>> > Hey katie,
>> >

>> > Did you get a chance to take a look at the art stuff for milestone 2? Is
>> > there anything in there you are interested in signing on for?
>> > Sent via BlackBerry from T-Mobile
>> > ________________________________

>> > From: katie cook
>> > Date: Tue, 12 May 2009 13:06:57 -0700 (PDT)
>> > To: <project1dev@xxxxxxxxxxxxx>
>> > Subject: [project1dev] Re: Items left for milestone (5/11)

>> > I have heard there are some issues, etc. but I have yet to try it. It is
>> > dependent on how the texture is setup etc. like uv projection and what
>> > kind
>> > of geometry. I am going to run some test scenarios and see. I will

>> > holler at
>> > the results. =)
>> >
>> > --- On Tue, 5/12/09, eric drewes <figarus@xxxxxxxxx> wrote:
>> >

>> > From: eric drewes <figarus@xxxxxxxxx>
>> > Subject: [project1dev] Re: Items left for milestone (5/11)
>> > To: project1dev@xxxxxxxxxxxxx

>> > Date: Tuesday, May 12, 2009, 12:16 PM
>> >
>> > cool, maybe saturday will be the modeling party or whatnot so we can
>> > clear
>> > the rest of the models.

>> >
>> > hey on a technical note, does maya 09 go right into milkshape with the
>> > materials/textures intact?
>> >
>> > anyways, w00t, im excited :)
>> >

>> > On Tue, May 12, 2009 at 2:20 PM, katie cook <ktmcook@xxxxxxxxx> wrote:
>> >>
>> >> Oh BTW Eric =),
>> >>

>> >> I have a fair amount of time on Saturdays which is when I have started
>> >> setting time aside specifically for the project. If you have a lot of
>> >> stuff
>> >> your doing this week and don't think you'll get to it by Saturday, I

>> >> can
>> >> help with the props your trying to do ie.shovel, etc. I am going to be
>> >> modeling stuff anyway to keep me modeling and to become more proficient
>> >> with

>> >> Maya 09.
>> >> -Katie
>> >> --- On Tue, 5/12/09, eric drewes <figarus@xxxxxxxxx> wrote:
>> >>

>> >> From: eric drewes <figarus@xxxxxxxxx>
>> >> Subject: [project1dev] Re: Items left for milestone (5/11)
>> >> To: project1dev@xxxxxxxxxxxxx

>> >> Date: Tuesday, May 12, 2009, 11:09 AM
>> >>
>> >> hey katie,
>> >>
>> >> Awesome!  Excited to have more modelers working, and glad you're in :)

>> >> I
>> >> am guilty of this too so maybe we need a way to let everyone know what
>> >> weplan on working on or have in process so we don't duplicate our
>> >> efforts w/

>> >> models, etc.   can't wait to see your stuff...
>> >>
>> >> -eric
>> >>
>> >> On Tue, May 12, 2009 at 2:05 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

>> >>>
>> >>> Hey Guys,
>> >>>
>> >>> I modeled a rail car on Saturday, and am working on texturing it up.
>> >>> If
>> >>> you want I can post it early so you can look at it. I am almost done

>> >>> with
>> >>> texturing, just have to finish up the wheels. Should be able to finish
>> >>> tonight or tomorrow.
>> >>>
>> >>> I was also going to model some shovels etc. Just filler stuff to help.

>> >>>
>> >>> Anyway, let me know what you guys think. I can do more models just let
>> >>> me
>> >>> know.
>> >>> Katie
>> >>>

>> >>> --- On Mon, 5/11/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> >>>
>> >>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

>> >>> Subject: [project1dev] Items left for milestone (5/11)
>> >>> To: project1dev@xxxxxxxxxxxxx
>> >>> Date: Monday, May 11, 2009, 8:01 PM

>> >>>
>> >>> Here's the weekly update of our milestone progress.  Red items are
>> >>> blocked by other tasks, blue items are unblocked.
>> >>>

>> >>>
>> >>> Art:
>> >>> #1 - props for the cave (mining picks, rail cars, piles of rubble,
>> >>> that
>> >>> kind of stuff)
>> >>> #2 - lighting pass for the cave: (Waiting for cave to be decorated and

>> >>> finished)
>> >>> #3 - animation for miners walking around
>> >>> #4 - animation for miners mining the walls
>> >>> #5 - animation for boss monster ambushing you

>> >>> #6 - combat animation for miners in combat (just an idle animation)
>> >>> #7 - combat animation for boss monster (just an idle animation)
>> >>> #8 - cave battle arena art (just a 3d backdrop for combat, unless we

>> >>> are
>> >>> ok with what we have right now)  Probably blocked until we have the
>> >>> cave
>> >>> decorated with a lighting pass.
>> >>>

>> >>> Scripting / Building:
>> >>> #1 - finish decorating cave:  waiting on art to decorate the cave with
>> >>> (maybe this should be an art task)
>> >>> #2 - balance the boss fight.

>> >>> #3 - re balance the combat after all the enemies and boss are placed
>> >>>
>> >>> Coding:
>> >>> #1 - make animated models cast shadows correctly

>> >>> #2 - make it so models not on screen can still cast shadows on screen
>> >>> so
>> >>> we don't have shadow "popping"
>> >>> #3 - oct tree optomization for collision detection

>> >>>
>> >>> =========Done========
>> >>>
>> >>> Art:
>> >>> Got a pickaxe from Katie
>> >>> Got some nice rocks from Chris, and textured them with a texture from

>> >>> Matt
>> >>> Eric made a lower polycount mine cart
>> >>>
>> >>> Scripting / Building:
>> >>> Enemy pathing (Kent)
>> >>> Cave in after boss fight (Kent)

>> >>> a stationary mining enemy that doesnt path (Kent)
>> >>> the boss ambushes you (Kent)
>> >>> we have a boss combat enemy (Kent)
>> >>> monster placement has been finished (Kent the superstar)

>> >>> the cave is finished being walled, you cant fall out of the map now
>> >>> Nick balanced combat before we placed a whole bunch of new enemies
>> >>>
>> >>> Coding:

>> >>> A few optomizations
>> >>> A basic level editor
>> >>>
>> >>
>> >>
>> >
>> >
>> >
>> >

>>
>
>








      

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