[project1dev] Re: Project1 - SVN Update 628

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 6 Feb 2010 09:02:22 -0800 (PST)

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

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

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> 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

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
  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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