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