[project1dev] Re: Project1 - SVN Update 628

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 6 Feb 2010 10:42:39 -0800 (PST)

WOOOT!!!!

--- 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> 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> 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


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