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> 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>* 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<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. >> >> Katie >> >> --- On *Sat, 2/6/10, Hanaan >> <hanaan.fu@xxxxxxxxx<http://mc/compose?to=hanaan.fu@xxxxxxxxx> >> >* wrote: >> >> >> From: Hanaan <hanaan.fu@xxxxxxxxx<http://mc/compose?to=hanaan.fu@xxxxxxxxx> >> > >> Subject: [project1dev] Re: Project1 - SVN Update 628 >> To: project1dev@xxxxxxxxxxxxx<http://mc/compose?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<http://mc/compose?to=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<http://mc/compose?to=demofox@xxxxxxxxxxx> >>> Project 1 website: http://project1.demofox.org >>> Project 1 SVN repository: http://pyotek.com/project1 >>> >> >> >> >> > >