[project1dev] Re: Kent; Trap Hallway

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Jun 2009 10:15:51 -0700

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).
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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