Nick: Lord of Destruction, or Lady of Dance? hmmmm Anyway, per zooming/getting close to models. Since the game is optimized for the angle it's at, there won't be too many scenario's where a model/texture will be right up on the screen (if we design the levels properly!). On Sun, Jun 28, 2009 at 12:07 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Nick: LOD hehe (: > > > On Sat, Jun 27, 2009 at 10:05 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: > >> I looked that up, am I correct in thinking that they can just scan a >> light over a cpu and tell what parts are using the most energy (thus >> instructions)? >> >> On Sat, Jun 27, 2009 at 10:00 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> wrote: >> > yeah, ID is amazing. they profile their code with osciliscopes to see >> where >> > in the hardware the bottlenecks are :P >> > >> > On Sat, Jun 27, 2009 at 9:59 PM, Chris Riccobono <crysalim@xxxxxxxxx> >> wrote: >> >> >> >> I like how you're not surprised they were able to do it. :) It looks >> >> like it just takes a certain amount of coding knowledge to be able to >> >> apply it in ways that don't seem possible. >> >> >> >> On Sat, Jun 27, 2009 at 9:52 PM, Alan Wolfe<alan.wolfe@xxxxxxxxx> >> wrote: >> >> > there's algorithms for things like this. >> >> > >> >> > for textures you can calculate at various distances how many texture >> >> > pixels >> >> > there are per screen pixels (also taking into account the object's >> >> > scale) >> >> > and try to make it 1 to 1. >> >> > >> >> > For instance if something has a super high resolution texture or is >> >> > scaled >> >> > way down, you might have 8 texture pixels per screen pixel which is a >> >> > lot. >> >> > You could then make the texture 1/8th as large and have it so 1 >> texture >> >> > pixel equals 1 on screen pixel. >> >> > >> >> > That's the ideal most of the time. >> >> > >> >> > similarly for models, you can take a look at each vertex and if you >> >> > remove >> >> > the vertex see how many pixels on screen would "pop" and anything >> which >> >> > was >> >> > within the reasonable tolerance, it would get rid of, but keep from >> >> > removing >> >> > vertices that make a huge impact. >> >> > >> >> > Like for instance if you had a cone shaped nose for a character you >> >> > wouldn't >> >> > remove the tip of the nose cause that would make the nose go flat >> which >> >> > is >> >> > really noticeable, but you might remove some of the vertices on the >> base >> >> > of >> >> > the nose since doing that is going to make it less round, but that >> >> > doesnt >> >> > really affect how the model looks. >> >> > >> >> > these are just 2 ways but theres all sorts of algorithms to do this >> >> > stuff >> >> > >> >> > On Sat, Jun 27, 2009 at 9:47 PM, Chris Riccobono <crysalim@xxxxxxxxx >> > >> >> > wrote: >> >> >> >> >> >> 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? >> >> >> >>> >>>> >> >> >> >>> >>> >> >> >> >>> >> >> >> >> >>> >> >> >> >> >>> > >> >> >> >>> >> >> >> >> >> >> >> > >> >> >> > >> >> >> >> >> > >> >> > >> >> >> > >> > >> >> >