Wow, that really is impressive. That gives artists and builders so much more freedom it's crazy. I don't even know how one would go about creating that system! On Sat, Jun 27, 2009 at 9:42 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: > Oh and something really interesting to note! > > The geniouses at ID software (carmack etc) have their current engine working > where artists submit huge high resolution textures and way high polycount > models, and the engine scales each down to only what is needed and > automatically gets rid of the waste. > > it's a neat system, but ID software is like the best of the best so it's no > surprise :P > > On Sat, Jun 27, 2009 at 9:32 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >> Well the scaling issues should all but disapear because the artists are >> going to make models to scale and building won't require making things the >> right size for the most part. This is important too because an artist >> makes a model to be a specific size. If a builder make it bigger than that, >> it's going to look bad like you saw with the stretched textures. >> >> The solution to the problem you hit is just to have the artists make >> objects the right size and have the builders not have to worry about it. >> >> the idea of being able to place a bunch of models down in specific >> intervals is a good idea, its probably something we'll need a lot. This can >> be done via some script magic currently but i'll put it on the list as a >> wish item for later (: >> >> something you might like, is if you type "clone" in the console when you >> have something selected, it will clone your selection so that when you >> click, it will place an object rotated and scaled the exact same place where >> you click. that should help with this point you bring up too. >> >> In general we want to only use as many verts and texture resolution as we >> need. >> >> It's true that if we give a higher res texture to an object and extra >> verts then we can scale it up and it will still look good, but with the >> artists making objects of the right size for the game, we won't ever be >> scaling things past where they should be so i think the artists should keep >> on doin like they have, just use the lowest res texture needed to make an >> object look good at the scale they want it. >> >> make sense? >> >> On Sat, Jun 27, 2009 at 9:17 PM, Chris Riccobono <crysalim@xxxxxxxxx> >> wrote: >>> >>> Not to keep begging for more editor features.... >>> >>> But if we have setscale combined with being able to see exact >>> dimensions of a model when you click on it, then we could have setsize >>> and keep placing models to that exact dimension set. And then >>> combined with the snapto command, we could actually keep placing >>> models every set amount of space, and they would be exactly aligned. >>> >>> I don't know if this makes full sense but it did when I was typing it :x >>> >>> On Sat, Jun 27, 2009 at 9:15 PM, Chris Riccobono<crysalim@xxxxxxxxx> >>> wrote: >>> > When I was building I found it easier when a model had a good, high >>> > res texture. They can't be too big cuz of cost, of course, but if the >>> > texture is unrepeating and pretty, you can almost scale the model any >>> > way you want and not have to worry. >>> > >>> > When making floors, walls, and ceilings, it seems better to have lower >>> > res and lower size models. This helps when tiling and aligning >>> > things. For example, the first version of the voidmap had some issues >>> > because the main asteroid was very large and oddly shaped. I had to >>> > almost scale it to a pancake on the Z axis because of that, and even >>> > then there were still problems with being able to walk under and >>> > around things placed on it. >>> > >>> > Oddly shaped models are very pretty as decoration though, like the >>> > fortune teller tent props, the rock piles in cavemap, and the new >>> > trees in voidmap. >>> > >>> > Hey Alan, maybe we can get around the iffyness of scaling in the >>> > editor by being able to set a value of default scale in the console. >>> > Maybe something like "setscale 0.5 0.5 0.5", so then everything you >>> > place will already have a scale of that value. >>> > >>> > >>> > >>> > On Sat, Jun 27, 2009 at 10:46 AM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >>> > wrote: >>> >> Yeah, just to re-iterate, scaling in the editor is just like what >>> >> happens in >>> >> real life if you stretch an object. >>> >> >>> >> the texture stretches too and will look distorted if you stretch it >>> >> too >>> >> much, or stretch it too far on one axis vs the others >>> >> >>> >> the idea is that when we make models we want to make it so 10 units = >>> >> 1 >>> >> meter so that when a builder places an object in the level that they >>> >> dont >>> >> have to scale it, since the artist has an idea of how big the object >>> >> should >>> >> be in the world, and scaling takes extra time when building. >>> >> >>> >> thats the ideal, but of course it may take us quite a few iterations >>> >> before >>> >> we are all on the same page about how to make that happen (: >>> >> >>> >> On Sat, Jun 27, 2009 at 9:43 AM, Nick Klotz <roracsenshi@xxxxxxxxx> >>> >> wrote: >>> >>> >>> >>> Textures get stretched and compressed at the same ratio you scale. >>> >>> >>> >>> >>> >>> On Sat, Jun 27, 2009 at 9:45 AM, katie cook <ktmcook@xxxxxxxxx> >>> >>> wrote: >>> >>>> >>> >>>> Hey Guys, >>> >>>> >>> >>>> When you scale a model in the level editor, does it scale the >>> >>>> textures >>> >>>> proportionately? OR does it stretch them as you scale? >>> >>>> >>> >>> >>> >> >>> >> >>> > >>> >> > >