[project1dev] Re: Kent; Trap Hallway

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Jun 2009 10:41:35 -0700

NNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!

...

Can you make it support billboarding? I'll give you sexy time.

On Fri, Jun 26, 2009 at 10:21 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

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

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