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> 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 supports. 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 <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. Katie --- 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 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 <dhapache@xxxxxxxxxxxxxxxxxxx> wrote: User:hanaanfu 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 ============================== Project 1 Dev mailing list to unsubscribe, please send an email request to demofox@xxxxxxxxxxx Project 1 website: http://project1.demofox.org Project 1 SVN repository: http://pyotek.com/project1