[project1dev] Re: Kent; Trap Hallway

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Jun 2009 10:21:45 -0700

jokes on you, the engine doesnt support billboarding (:

On Fri, Jun 26, 2009 at 10:15 AM, Matthew Freeland
<mattthefiend@xxxxxxxxx>wrote:

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

Other related posts: