[project1dev] Re: Project1 - SVN Update 628

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 6 Feb 2010 10:35:31 -0800

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
>>>
>>>
>>> ==============================
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>>> Project 1 website: http://project1.demofox.org
>>> Project 1 SVN repository: http://pyotek.com/project1
>>>
>>
>>
>>
>>
>
>

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