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). >>>>>>>>>> > >>>>>>>>>> > >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>>> >>>>> >>>>> >>>> >>>> >>> >> > >