[project1dev] Re: art tasks

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 20:12:40 -0700

Ooh, this is pretty :)

On Wed, May 13, 2009 at 8:10 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> it doesn't and images need to be powers of 2 so i resized em to 512x512 and
> made em jpg's hope that works ok Katie!
>
> Here's some action shots (:
>
> On Wed, May 13, 2009 at 8:01 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>> hey the textures are in psd form not sure if the game supports those?  if
>> it does thatd be cool :)
>>
>>
>> On Wed, May 13, 2009 at 10:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>> You rule Katie!
>>>
>>> Hey feel free to check stuff into SVN btw
>>>
>>> That goes same for everyone (and if anyone needs a tutorial or fresher
>>> uper on how to use SVN let me know)
>>>
>>> I know i was makin a stink about organization not too long ago but so
>>> long as it doesnt become a disaster area we should be good to go :P
>>>
>>> Anyhow, i'll toss your railcar into the cavemap so you can see it in game
>>> if you want to
>>>
>>> On Wed, May 13, 2009 at 6:14 PM, katie cook <ktmcook@xxxxxxxxx> wrote:
>>>>
>>>> Hey Guys,
>>>>
>>>> Here is the Rail Car w/the textures set as specified below. I have
>>>> attached.
>>>>
>>>> =) Hope you like.
>>>>
>>>> Katie
>>>>
>>>> --- On Wed, 5/13/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>>
>>>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>> Subject: [project1dev] Re: art tasks
>>>> To: project1dev@xxxxxxxxxxxxx
>>>> Date: Wednesday, May 13, 2009, 12:40 PM
>>>>
>>>> Yeah np! (:
>>>>
>>>> Also of note for everyone (I just told eric this the other day, sorry
>>>> for not mentioning it earlier)
>>>>
>>>> Texture sizes have to be in dimensions that are powers of 2 (ie 256x256,
>>>> 1024x1024, 512x128 etc are ok... 640x480, 55x90 are not)
>>>>
>>>> The reason for that is that older or less high end cards don't support
>>>> non power of 2 textures, and the work around to make it work on such cards
>>>> uses a lot more video memory (which those types of cards are already low
>>>> on).
>>>>
>>>> So yeah, we just have to make sure all textures have image sizes which
>>>> are powers of 2 (but they dont have to be square)
>>>> On Wed, May 13, 2009 at 12:00 PM, katie cook <ktmcook@xxxxxxxxx> wrote:
>>>>>
>>>>> Yikes, I didn't know that. I can send them over later today. =)
>>>>>
>>>>> --- On Tue, 5/12/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>>>
>>>>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>> Subject: [project1dev] Re: art tasks
>>>>> To: project1dev@xxxxxxxxxxxxx
>>>>> Date: Tuesday, May 12, 2009, 8:23 PM
>>>>>
>>>>> Hey Katie thats a nice lookin mine cart!
>>>>>
>>>>> You said you had textures for it too?
>>>>>
>>>>> ms3d files dont embed their textures inside of the file but if you send
>>>>> them over i'll toss one of these into the cave map (:
>>>>>
>>>>> On Tue, May 12, 2009 at 7:38 PM, katie cook <ktmcook@xxxxxxxxx> wrote:
>>>>>>
>>>>>> Hey Guys,
>>>>>>
>>>>>> Here is a Rail Car model w/textures. I ran it through Milkshape and it
>>>>>> looks like it keeps the textures in tact.
>>>>>>
>>>>>> Here it is attached.
>>>>>>
>>>>>> Let me know what you guys think and if there is more I can help with.
>>>>>> Otherwise I was just thinking I'd work on misc models and see where I 
>>>>>> get.
>>>>>>
>>>>>> Thanks =)
>>>>>>
>>>>>> Katie
>>>>>>
>>>>>> --- On Tue, 5/12/09, eric drewes <figarus@xxxxxxxxx> wrote:
>>>>>>
>>>>>> From: eric drewes <figarus@xxxxxxxxx>
>>>>>> Subject: [project1dev] Re: art tasks
>>>>>> To: project1dev@xxxxxxxxxxxxx
>>>>>> Date: Tuesday, May 12, 2009, 1:25 PM
>>>>>>
>>>>>> im hoping it'll work with maya, autodesk products seem to move to
>>>>>> milkshape better so my fingers are crossed :)
>>>>>>
>>>>>> On Tue, May 12, 2009 at 4:24 PM, eric drewes <figarus@xxxxxxxxx>
>>>>>> wrote:
>>>>>>>
>>>>>>> yeah thats what i did in c4d but it didnt translate correctly to
>>>>>>> milkshape
>>>>>>>
>>>>>>> On Tue, May 12, 2009 at 4:10 PM, katie cook <ktmcook@xxxxxxxxx>
>>>>>>> wrote:
>>>>>>>>
>>>>>>>> Probably have thought of this already, but you could setup material
>>>>>>>> properties that have a luminosity/glow effect for the object itself. 
>>>>>>>> Maya
>>>>>>>> allows you to do this. =)
>>>>>>>>
>>>>>>>> --- On Tue, 5/12/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>>>>>>
>>>>>>>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>>> Subject: [project1dev] Re: art tasks
>>>>>>>> To: project1dev@xxxxxxxxxxxxx
>>>>>>>> Date: Tuesday, May 12, 2009, 12:25 PM
>>>>>>>>
>>>>>>>> thats funny eric
>>>>>>>>
>>>>>>>> hey if you ever want to do shiny gems, a cool effect might be
>>>>>>>> placing a gem colored positional light inside of a gem like its giving 
>>>>>>>> off a
>>>>>>>> secondary glow.
>>>>>>>>
>>>>>>>> it might be too expensive an effect to use everywhere but shrug (:
>>>>>>>> On Tue, May 12, 2009 at 12:17 PM, eric drewes <figarus@xxxxxxxxx>
>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>> yeah in the first cart i made, i had jewels that sparkled but had
>>>>>>>>> texturing issues, i also like the idea of the cave being filled with
>>>>>>>>> gems/diamonds/crystals but filling the carts up with rocks like they 
>>>>>>>>> are
>>>>>>>>> just mining the stone haha
>>>>>>>>>
>>>>>>>>> On Tue, May 12, 2009 at 2:44 PM, Chris Riccobono
>>>>>>>>> <crysalim@xxxxxxxxx> wrote:
>>>>>>>>>>
>>>>>>>>>> I like the proposed art here, having those diamonds to just place
>>>>>>>>>> around would give the cave a great feel of prettiness.
>>>>>>>>>>
>>>>>>>>>> On Tue, May 12, 2009 at 8:23 AM, eric drewes <figarus@xxxxxxxxx>
>>>>>>>>>> wrote:
>>>>>>>>>> > ok, theres some art tasks that have to get done this week so im
>>>>>>>>>> > gonna post a
>>>>>>>>>> > list and who has volunteered for what, and what we still
>>>>>>>>>> > need....
>>>>>>>>>> >
>>>>>>>>>> > Eric: animated character/miner models, lanterns that hang from
>>>>>>>>>> > the
>>>>>>>>>> > walls/support beams, some diamonds and some shovels, some
>>>>>>>>>> > mushrooms and
>>>>>>>>>> > stalagmites for cave decorations.
>>>>>>>>>> >
>>>>>>>>>> > Chris Sherman: boss model, crystals to stick out of the cave
>>>>>>>>>> > walls and some
>>>>>>>>>> > partially exposted skeletons
>>>>>>>>>> >
>>>>>>>>>> > Katie: katie made a pickaxe but i havent had a chance to check
>>>>>>>>>> > it out yet
>>>>>>>>>> >
>>>>>>>>>> > ok so here's what we need:
>>>>>>>>>> > texture help if anyone wants to volunteer for that, prop
>>>>>>>>>> > placement help if
>>>>>>>>>> > anyone wants to start placing some of the props on the map,
>>>>>>>>>> > maybe some misc.
>>>>>>>>>> > prop model additions, etc.  if anyone can think of anything else
>>>>>>>>>> > let me know
>>>>>>>>>> > and we'll add it.
>>>>>>>>>> >
>>>>>>>>>> > basically i am setting the "soft" deadline for this stuff to be
>>>>>>>>>> > friday, and
>>>>>>>>>> > anything not done me and whoever else can tackle the rest over
>>>>>>>>>> > the weekend
>>>>>>>>>> > so we can clear out the art schedule.
>>>>>>>>>> >
>>>>>>>>>> > also fyi, Rorac and I have the basics for combat/leveling/skills
>>>>>>>>>> > and some
>>>>>>>>>> > other systems ready to post for comment/QA/and more additions.
>>>>>>>>>> > don't worry,
>>>>>>>>>> > everything will be tweaked and we still need a ton of ideas,
>>>>>>>>>> > this is just
>>>>>>>>>> > the foundation to make it more clear for people to understand
>>>>>>>>>> > how skills and
>>>>>>>>>> > characters will work in general so we still need major
>>>>>>>>>> > contributions for the
>>>>>>>>>> > ppl who want to chip in on the game design - your time is
>>>>>>>>>> > coming! :) we
>>>>>>>>>> > should have this posted soon, we're just formatting it out and
>>>>>>>>>> > documenting
>>>>>>>>>> > it well (which is time consuming).
>>>>>>>>>> >
>>>>>>>>>> >
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>
>>
>
>

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