[project1dev] Re: art tasks

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 22:33:29 -0700

they do not have to be square so 1024x512 is fine (:

On Wed, May 13, 2009 at 10:02 PM, <mattthefiend@xxxxxxxxx> wrote:

> Question: ido images have to be square:? Or can they be 1024x512 for
> instance?
>
> Sent via BlackBerry from T-Mobile
>
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Wed, 13 May 2009 21:45:39 -0700
> *To*: <project1dev@xxxxxxxxxxxxx>
>
> *Subject*: [project1dev] Re: art tasks
> Heya Katie,
>
> No problem at all, i converted em real quick.
>
> Here's some more detailed info cause i never really explained any of this
> stuff to anybody (my bad)
>
> The engine supports jpg, png, gif (not animated tho), tga, probly some
> others.
>
> basically it supports all the file formats you dont need a special program
> to view (which is why psd doesnt work).
>
> about image size, all that is needed is that the dimensions have to be a
> power of 2 (but the images dont have to be square) so like, these are all
> valid dimension sizes:
>
> 1
> 2
> 4
> 8
> 16
> 32
> 64
> 128
> 256
> 512
> 1024
> ...
>
> I'm not sure if there is a "too small" number... i'd probly keep it at 8 or
> higher though just to be safe....
>
> and for max size i'd be reluctant to go over 1024x1024 too often.  The
> larger the image, the more memory is used.
>
> For instance 1024x1024 uses up 4 megabytes of video memory (ie 1024 pixels
> * 1024 pixels * 32 bit color (4 byte color) = 4MB).
>
> A little bit later we'll have to work out our memory budgets but for now we
> dont need to worry about it.
>
> We'll do something like have the game spit out how much memory is used for
> each thing (textures, sounds, music, etc) and we'll have a cap like lets say
> we have to stay under 50MB of texture memory and under 25MB for sound
> effects etc.
>
> But for now we can ignore it, I have no clue what our budgets will be yet,
> and even if we port to 360, the 360 has a ton of memory in it so just like
> the PC there shouldnt be a huge problem.
>
> When you start developing on the Wii, or the DS, and even the PS3 those
> systems have a lot less memory and budgets become a bigger concern.
>
> Anyways... !!
>
> Your mine cart looks great Katie (:
>
> On Wed, May 13, 2009 at 9:34 PM, katie cook <ktmcook@xxxxxxxxx> wrote:
>
>> Hey Guys,
>>
>> Sorry about the trouble with the psd files. I wasn't sure what format you
>> needed. I will make sure to do .jpgs next time. =)
>>
>> I saw the part about the power of 2's, and I ran the numbers. But I didn't
>> get that it needed to be 512x512. I just thought it had to be even
>> increments of 128. Sorry about that. I will figure 512 next time to make it
>> easier. I was kinda guessing cause I wasn't exactly sure what you meant.
>>
>> Thanks for your patience! I am excited, thanks for putting in my model. I
>> didn't want to step on anybody's toes, so I thought I'd post the model to
>> the message board and see what you guys wanted to do with it.
>>
>> Right On Guys, =) Happy Game Time!
>>
>> Katie
>>
>>
>> --- On *Wed, 5/13/09, eric drewes <figarus@xxxxxxxxx>* wrote:
>>
>>
>> From: eric drewes <figarus@xxxxxxxxx>
>> Subject: [project1dev] Re: art tasks
>> To: project1dev@xxxxxxxxxxxxx
>> Date: Wednesday, May 13, 2009, 8:01 PM
>>
>>
>> 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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>>> >* wrote:
>>>>
>>>>
>>>> From: Alan Wolfe 
>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>>> >
>>>> Subject: [project1dev] Re: art tasks
>>>> To: 
>>>> project1dev@xxxxxxxxxxxxx<http://mc/compose?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<http://mc/compose?to=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<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>>>> >* wrote:
>>>>>
>>>>>
>>>>> From: Alan Wolfe 
>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>>>> >
>>>>> Subject: [project1dev] Re: art tasks
>>>>> To: 
>>>>> project1dev@xxxxxxxxxxxxx<http://mc/compose?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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>
>>>>>> >* wrote:
>>>>>>
>>>>>>
>>>>>> From: eric drewes 
>>>>>> <figarus@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=figarus@xxxxxxxxx>>
>>>>>>
>>>>>> Subject: [project1dev] Re: art tasks
>>>>>> To: 
>>>>>> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?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<http://mc/compose?to=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<http://mc/compose?to=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<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>>>>>>> >* wrote:
>>>>>>>>
>>>>>>>>
>>>>>>>> From: Alan Wolfe 
>>>>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>>>>>>> >
>>>>>>>> Subject: [project1dev] Re: art tasks
>>>>>>>> To: 
>>>>>>>> project1dev@xxxxxxxxxxxxx<http://mc/compose?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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=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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