since it keeps comin up maybe it's time to talk organization, i'll start a new thread on file organization, see what we can come up with (: On Wed, Jul 8, 2009 at 1:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Your plan of using one texture per sounds ok to me. > > It's kind of uncharted waters with this game for me cause we are going to > have A LOT of art assets. > > from a tech standpoint i dont see a reason big enough ot use one way vs the > other so i think it's ok to go either route, and as far as organization, im > glad you are thinking about that, that is something we'll have to watch > since we'll have so much content! > > So at least from my pov, either way is ok, and whichever way you want to do > / works better organizationally sounds good to me (: > On Wed, Jul 8, 2009 at 12:51 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > >> Hey Guys, >> >> Rorac, I appreciate your info, but it doesn't really answer my question. I >> wasn't talking about using 1 texture and repeating it verses a bunch of >> little ones that are the same. >> >> I guess I should be more specific. >> >> For the wagon, I am trying to figure out how I can have detailed textures >> without taking up too much space. So I was wondering if making 1 texture >> with all the pieces setup on the uv would be better than making smaller ones >> individually. Spefically, separate textures for each of the different >> texture elements, ie. wheels, body, pipes, etc. >> >> What I was figuring is that if they added to the size on the game engine, >> then having a bunch of little textures might be a pain to keep organized >> plus take up more space than necessary. IE. Every file has a embedded amount >> of info just so it can be recognized and so the computer knows what to do >> with it, then there is the actual info that is the artwork/graphic, etc. >> >> Since I don't know anything really about how game engines work, I didn't >> know if it makes more work to have to process a bunch of different files to >> tell the engine which textures to use with what models, or if it doesn't >> matter at all if they end up being the same size. >> >> I am just trying to make sure I can be as efficient and organized for you >> guys as possible. >> I don't want to make more work than necessary. >> >> If it doesn't matter one way or the other (I think that was mentioned), >> let me know if you have a preference. Otherwise, I will try and use 1 >> texture (UVMAP) for each model as much as possible, (like when you have 1 UV >> Map for character models). I figure less files would be easier to manage. >> >> Thanks Guys, >> >> Katie >> >> >> --- On *Wed, 7/8/09, eric drewes <figarus@xxxxxxxxx>* wrote: >> >> >> From: eric drewes <figarus@xxxxxxxxx> >> Subject: Re: [project1dev] Textures >> To: ktmcook@xxxxxxxxx >> Date: Wednesday, July 8, 2009, 10:14 AM >> >> hey, i havent heard from the ppl i assigned the beast to in a couple of >> weeks (maybe more...) so i see no harm in you at least maybe sketching >> something out if you're inspired and letting us take a look. :) can't wait >> to see the wagon! >> >> also, re: multiple textures... i would go with whatever is easiest for you >> :) >> >> On Wed, Jul 8, 2009 at 1:11 PM, katie cook >> <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx> >> > wrote: >> >>> Hey Guys, >>> >>> I am trying to figure out if 1 big texture is better than a few small >>> ones. I guess in theory it might not matter how many there are if all add up >>> to the same amount of MB???, but it might make things more manageable??? >>> >>> Let me know what the preference is...I don't know a whole lot on how this >>> kind of stuff affects the game engine. >>> >>> Also, is someone working on that beasty character mentioned a while back? >>> I remember someone doing sketches on it? I had some ideas for a steampunk >>> version and was thinking it would be fun to try them out. I figure that if >>> no one got around to it, I could try my hand at it once I'm done with the >>> wagon and last little bits of props stuff/things Eric wants to finish up the >>> fortune teller area. But I am not sure he what he is going to want after >>> that stuff is finished too. >>> >>> I don't want to step on any toes, or push anybody out if someone is >>> already planning on working something out. >>> >>> Thanks Guys, >>> >>> Katie >>> >>> >> >> >