[project1dev] Re: Project1 - SVN Update 628

  • From: Hanaan <hanaan.fu@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 06 Feb 2010 16:53:39 -0600

Thank you all for this excellent news :)
and I will start keeping an eye on the wiki from now on so I can see all the new updates. should be easy since you can just click "recent changes" for that.

thank you all so much for your patience with me.


On 2/6/2010 12:42 PM, katie cook wrote:

--- On *Sat, 2/6/10, Alan Wolfe /<alan.wolfe@xxxxxxxxx>/* wrote:

    From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
    Subject: [project1dev] Re: Project1 - SVN Update 628
    To: project1dev@xxxxxxxxxxxxx
    Date: Saturday, February 6, 2010, 10:35 AM

    You can use whatever you want but yeah, PNG rules.  If i were an
    artist i would never use anything else! :P

    On Sat, Feb 6, 2010 at 10:31 AM, katie cook <ktmcook@xxxxxxxxx
    </mc/compose?to=ktmcook@xxxxxxxxx>> wrote:

        So I can start using PNG as my staple file format instead of JPG?

        That would be wonderful, big fan on lossless compression =)

        --- On *Sat, 2/6/10, Alan Wolfe /<alan.wolfe@xxxxxxxxx
        </mc/compose?to=alan.wolfe@xxxxxxxxx>>/* wrote:

            From: Alan Wolfe <alan.wolfe@xxxxxxxxx

            Subject: [project1dev] Re: Project1 - SVN Update 628
            To: project1dev@xxxxxxxxxxxxx
            Date: Saturday, February 6, 2010, 10:27 AM

            oh and btw some more tips for whoever doesn't know it (:
            Our game supports lots of different file formats (jpg,
            gif, bmp, png, tga, etc etc)
            some of these file formats are smaller on disk (.jpg is
            the smallest) but when they are actually used in game it
            has to decompress them into memory so all file formats use
            the same amount of video memory (ie if a file is small on
            disk that doesnt mean its small in memory)
            Because of this, even though jpg is the smallest, it tends
            to add artifacts to the images due to the aggresive
            compression which can make art look bad sometimes (as im
            sure you guys have noticed before) and it doesnt really
            give us any benefit other than being smaller on disk.
            Anyhow, from our options, it seems like PNG is the best
            image format because PNG uses lossless compression - which
            means it compresses the art to make it smaller on disk,
            but your art is NEVER changed by the compression scheme,
            so it'll be pixel perfect in game to what you actually saw
            in photoshop.
            Also, PNG has an 8 bit alpha channel so you can specify
            transparency and semi transparecy which the game fully
            So yeah, you can use whatever image formats you want but
            just wanted to let you guys know that PNG from a technical
            POV is a really nice format (:
            On Sat, Feb 6, 2010 at 9:02 AM, katie cook
            <http://mc/compose?to=ktmcook@xxxxxxxxx>> wrote:

                I don't recall saying larger textures were better???

                I remember asking what the limitations were as to make
                sure I wasn't overdoing it.

                I did mention that I have been trying to make
                efficient UV maps by including all the pieces on one
                so that the tech side doesn't have to juggle a bunch
                of different maps for one model.
                Like when they make character maps, its usually just
                one painted uv map if it is done well.

                Thanks guys, that my clarification, sorry if I added
                some confusion.


                --- On *Sat, 2/6/10, Hanaan /<hanaan.fu@xxxxxxxxx
                <http://mc/compose?to=hanaan.fu@xxxxxxxxx>>/* wrote:

                    From: Hanaan <hanaan.fu@xxxxxxxxx
                    Subject: [project1dev] Re: Project1 - SVN Update 628
                    To: project1dev@xxxxxxxxxxxxx
                    Date: Saturday, February 6, 2010, 7:34 AM

                    Thanks a lot for this detail of info.  did not
                    know a drop of it, heh.  I thought Katie said
                    larger texture is better so I have been resizing
                    them larger.  Ill give this a go and see how well
                    I can get it to come out!

                    On 2/6/2010 1:30 AM, Alan Wolfe wrote:
                    Nice hammer Hanaan!
                    It looks very viking like (:
                    Unfortunately the milkshape format doesn't
                    support bump mapping so, how we have to do bump
                    mapping is...
                    #1 - check the bump map texture in along with the
                    normal textures
                    #2 - when the model goes into the game, Kent or I
                    has to manually set the bump on the right part of
                    the model
                    So yeah basically if you can check in the bump
                    map texture too and say which part of the model
                    the bump goes on (im assuming on the stone part,
                    not the handle!) that would be most helpful (:
                    Btw great job centering the model, that's perfect!
                    The next peice of technical feedback i'd give you
                    is i notice that on the hammer, the woodgrain for
                    the handle is a 2048x2048 texture and the texture
                    for the stone part is 2048x1024.
                    The game uses 32 bit color so that means the
                    woodgrain handle uses a 16MB texture and the
                    stone part uses an 8MB texture, totalling 24MB
                    just for textures for this one hammer.
                    When you are making a game, you may only have
                    32MB total texture memory for ALL of your props
                    in a level total so you can see something like
                    this would eat up almost all of your texture
                    memory (which is no good!)
                    Because of that, when you model an object, you
                    want it to use the smallest size textures you can
                    use where it still looks ok. For instance, i'm
                    just guessing but for a hammer like this, i'm
                    betting two 256x256 textures would be more than
                    enough detail.  Two 256x256 textures combined
                    come only to 128KB so as you can see that would
                    save a BUNCH of memory.
                    Anyhow give it a shot, see how small you can get
the textures where the hammer still looks ok. Keep in mind too the size of the hammer so you
                    can kinda get an idea of how it would look in
                    game (ie if it's small in game you dont need as
                    much detail).
                    Also if it helps, i can toss the hammer into a
                    map for you so you can see it in game, just let
                    me know (:
                    Anyhow great job on this peice, it looks really nice!
                    On Fri, Feb 5, 2010 at 10:30 PM, Apache User


                        Message: Simple hammer, bumped and textured.

                        <Files Changed>
                        A   Art/Models/Maps/TheVoid/TheVoid/RockSmoo.jpg
                        A   Art/Models/Maps/TheVoid/TheVoid/hammer.ms3d
                        A   Art/Models/Maps/TheVoid/TheVoid/woodgrai.jpg

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