As a silent protest against arbitrary code enforcement to unnecessary restraints on image size and model complexity... I will hereby only make 16x16 pixel textures, and all my models will be billboard 2d planes. :P On Thu, Jun 25, 2009 at 9:13 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > I can make a new model of the correct size real quick. Expect it in the > next few minutes. > > > > On Thu, Jun 25, 2009 at 11:02 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> I guess I'm not scaling it down then. What would you like me to use? >> >> >> On Thu, Jun 25, 2009 at 7:19 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> Haha, okay fair enough. I guess that's why I'm not very good with >>> textures. If it were math based, that would be different. :P >>> >>> >>> On Thu, Jun 25, 2009 at 9:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> artists use their artistic skills to figure that out. >>>> >>>> Sometimes you can make things look great with a low res texture, and >>>> other times you need the fine level of detail of a higher res texture >>>> though. >>>> shrug... "it's an art" hehe >>>> >>>> On Thu, Jun 25, 2009 at 7:09 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>> >>>>> Okay final question for now! How do you determine what sized texture >>>>> to create for a model? I'm a noob with this stuff for now. :P >>>>> >>>>> >>>>> On Thu, Jun 25, 2009 at 9:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> Large model + small texture = really pixelated looking model >>>>>> >>>>>> Small model + large texture = really UNpixelated looking model. >>>>>> However, going too high res means we use more texture memory (bad, >>>>>> especially for lower end machines) and we can in fact get problems w/ the >>>>>> textures being too high res such as moire patterns. >>>>>> >>>>>> the goal is to have art make objects that are "just the right size" >>>>>> and have "just the right size" textures so that everything looks equaly >>>>>> pixelated across the entire game. If there is different levels of >>>>>> pixelation in different peices of art that looks really bad! >>>>>> >>>>>> Also having the builders have to scale objects is a pain to do, and >>>>>> they would have to guess at the size that the artists wanted an object to >>>>>> be. >>>>>> >>>>>> This is really interesting, I'm really interested to see how this is >>>>>> all gonna work out cause it really is gonna be a 3 sided battle between >>>>>> design, art and script hehe (: >>>>>> On Thu, Jun 25, 2009 at 7:03 PM, Nick Klotz >>>>>> <roracsenshi@xxxxxxxxx>wrote: >>>>>> >>>>>>> Scenario: Large model, small texture; unscaled. What would be the >>>>>>> result? Small mode, very large texture; unscaled: What would be the >>>>>>> result? >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Thu, Jun 25, 2009 at 9:00 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> good question! >>>>>>>> >>>>>>>> model scaling is just like real object scaling. >>>>>>>> >>>>>>>> if you have a carpet and pull on it sideways til it's twice as wide, >>>>>>>> the "texture" on it is going to look stretched out. >>>>>>>> >>>>>>>> same w/ the in game models if you get my meaning >>>>>>>> On Thu, Jun 25, 2009 at 6:58 PM, Nick Klotz < >>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>> >>>>>>>>> Okay, that brings one of my most important questions I've been >>>>>>>>> forgetting to ask! >>>>>>>>> When models are scaled, does it scale the texture as well? >>>>>>>>> >>>>>>>>> When textures are applied to a small model, then a large model, >>>>>>>>> does the texture repeat? >>>>>>>>> >>>>>>>>> What is the best practice for models/textures in terms of cost and >>>>>>>>> appearance? >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> On Thu, Jun 25, 2009 at 8:56 PM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> artistic note - if kent scales the floor model down, when you get >>>>>>>>>> textures the texture will have to be made to be too wide looking to >>>>>>>>>> fit with >>>>>>>>>> the new scale. >>>>>>>>>> >>>>>>>>>> Building seems like it's going to be a 3 way battle between >>>>>>>>>> design, script and art so i'm being the "artistic advocate" at the >>>>>>>>>> moment >>>>>>>>>> since you guys are design and script (: >>>>>>>>>> On Thu, Jun 25, 2009 at 6:49 PM, Nick Klotz < >>>>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> The width of the hallway for the traps is '75'. I forgot I >>>>>>>>>>> already made a model for it; use the model floor_25x5x50 and scale >>>>>>>>>>> it down >>>>>>>>>>> by 50% to be 25x25; the tiles are 3 across and as long as you want >>>>>>>>>>> them to >>>>>>>>>>> be, since they'll be somewhat color coded and follow the pattern of >>>>>>>>>>> the >>>>>>>>>>> Simon game in the beginning (unless Eric has strong objections). >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >