[project1dev] Re: Kent; Trap Hallway

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 25 Jun 2009 21:09:30 -0500

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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