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