Nothing to be sorry about it's all good (: On Thu, May 28, 2009 at 10:06 AM, katie cook <ktmcook@xxxxxxxxx> wrote: > Hey Alan, > > Thanks for those pointers. I totally had thought of those previously and > then spaced when I exported. > > I setup the texture for the actual sign with the logic you pointed out, but > then I must have had a mentally retarted moment when I did the one just for > the stick. > > I had thought that putting the model in the center of world space would be a > good idea. It's kinda awkward to figure out how milkshape translates the > origin. I would figure it would probably put it in the same spot relative to > the origin scene? > Sorry about that. =) I will try and remember to do that next time. Thanks > for your patience with me. > -Katie > --- On Thu, 5/28/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > > From: Alan Wolfe <alan.wolfe@xxxxxxxxx> > Subject: [project1dev] Re: milestone 2 info > To: project1dev@xxxxxxxxxxxxx > Date: Thursday, May 28, 2009, 12:23 AM > > Hey I that looks really nice and you are right, this thing uses really few > verts > > Those are amazing looking textures > > Constructive (hopefully!) criticism: > > You might want to align your models with the origin (like put the > bottom of the sign post at the origin or something like that) because > it makes it easier to place in the world. > > IE if you place the sign at 10,10,5 in the world, but the sign model > is 5 units to the right of the origin, the "real" position of the sigh > is 15,10,5 which confuses things a little since it's in game position > is not it's true position. > > Not a biggie but just FYI :P > > Also, you want to minimize empty space on textures if you can. You > re-used the texture really well on the sign.jpg, but the stick.jpg > uses a 512x512 for most of that being empty space. If you cut that > down to 512x256 or x128 or were able to re-use some of the wood > texture from the first texture, or something like that, it saves a > good chunk of video memory. > > basically, we have a fixed budget for textures (even though we don't > know what that budget is yet!) and we pay the price for empty pixels > just the same as we do for pixels that are used. > > So, just like we want to keep aware of how many verts we are using > (btw this is an UBER awesome low poly model that looks really good - > my hat is off to you on that), we also want to make sure that we don't > leave too much blank space on textures, that textures aren't higher > resolution than needed to "look good", and that if possible, we re-use > textures for multiple objects. > > If we re-use textures we only have to pay the memory price for the > texture once so it's a nice way to stay within our budget. > > But seriously - creativity comes first, and we can optimize later as > we need it, I just wanted to let people know about these 2 things for > goin forward, this sign looks really good! > > On Wed, May 27, 2009 at 11:56 PM, katie cook <ktmcook@xxxxxxxxx> wrote: >> Hey Guys, >> >> I only had a bit of time tonight, but I whipped up a sign for the fortune >> teller. Just to get started and to get a feel for how things would go. >> >> I have attached it here. >> >> Take a look and let me know what you think, and if it would be usable and >> appropriate with Eric's established style, etc. Feedback is welcome. >> >> I didn't do a mesh optimization seeing as that it is literally 2 really >> basic boxes. >> I can if need be. >> >> I figured I would start with this real quick to see what kind of direction >> will be necessary. >> I have the tent about half way modeled...I am working on the style of it, >> etc. >> >> Did a little looking around of images/themes on fortune telling props like >> coins, signage, cards, etc. so I got some ideas to work with, but I am >> hoping to see some of Eric's concepts to make sure to follow style. >> >> Thanks Guys, >> >> Hope you had a good night! =] >> >> Katie >> >> --- On Wed, 5/27/09, eric drewes <figarus@xxxxxxxxx> wrote: >> >> From: eric drewes <figarus@xxxxxxxxx> >> Subject: [project1dev] Re: milestone 2 info >> To: project1dev@xxxxxxxxxxxxx >> Date: Wednesday, May 27, 2009, 7:02 AM >> >> hey katie, once you get the outside tent done and the table, lets get >> together and partner up on the interior, so we can arrange the composition >> of where we want the props, etc. >> >> this is going to be awesome looking :) the fortune teller tent definitely >> has a lot of room to show off our style for the game. >> >> >> >> On Wed, May 27, 2009 at 9:28 AM, katie cook <ktmcook@xxxxxxxxx> wrote: >>> >>> Hey Guys, >>> >>> So I got the green light from Eric, so here are the items I am calling >>> dibs on: >>> >>> 1. Circus Tent for fortune teller >>> 2. Table and Chairs >>> 3. Chinese Lanterns >>> >>> I am excited about some other stuff too, like the skulls, garlic cloves, >>> and other misc props for inside the tent. >>> But I will start with these 3 for now and see how quickly I get them >>> done. >>> Then if anyone hasn't claimed them yet, I can fill in on what is needed. >>> >>> Okay, thanks guys. =) >>> >>> Katie >>> >>> --- On Sat, 5/23/09, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>> From: eric drewes <figarus@xxxxxxxxx> >>> Subject: [project1dev] milestone 2 info >>> To: project1dev@xxxxxxxxxxxxx >>> Date: Saturday, May 23, 2009, 8:41 PM >>> >>> Milestone 2: >>> >>> Ok, this will basically start with a glowing puff ball that descends from >>> the sky and lands on a brick walkway that is floating in the void. The >>> puff >>> ball is the player. you control the puffball moving forward until you >>> run >>> into a strange man who says, "where do you think YOU'RE going? You dont >>> even >>> have a body yet! you dont even know who or what you are, do you?" And he >>> asks a couple of simple questions like gender and hair color, then the >>> puffball takes that form. Then the strange man refers you to the "3 >>> tests". >>> >>> The theme of this area is like an old styled carnival/circus that is just >>> being set up, only a couple of areas have actually been set up. >>> >>> a note on the strange man: this information is not ever explicitely >>> revealed to the player but it will be hinted at throughout the game. >>> basically the man is a mad sorcerer who ascended to the higher plane of >>> existence and destroyed the ancient gods, something that happened *very* >>> recently. with the death of the ancient gods came the end of their world >>> and thus the empty void - a void that the strange man is filling with his >>> own surreal vision. After the chapters are completed and there is the >>> "climax" of the game, it will be revealed that you were "re-experiencing >>> your life" and that your character is, in fact, dead. The strange man >>> will >>> basically tell you that he's decided to return you to the mortal plane >>> (havent worked the details out yet) and that is when free-mode is >>> unlocked. >>> Also, after every chapter, his carnival "afterlife" will be a little bit >>> more set up, with minigames for the dead, an arena, etc. This area will >>> be >>> our golden saucer! Obviously some details are left out, but I was just >>> letting you know what was in store for the future of this section. One >>> thing important about this guy is that he is mysterious but also he can >>> break the 4th wall and talk directly to the player out of character. He >>> is >>> sort of a post-modern nihilist merlin :) >>> >>> >>> Detailed Description of Scene: >>> >>> The fuzz ball will float down from the a long distance through the void. >>> we will have to add something for the void to make it obvious the object >>> is >>> falling, some kind of star particles or something. >>> >>> it lands on a path defined in the beginning with broken bricks floating >>> in >>> space but as it gets close to the main area, the bricks are more >>> consistent >>> to make a path and there is ground around the bricks, this leads to a >>> small >>> stars (4-5 steps) up between a wall with carnival esque posters "COMING >>> SOON" - past the wall is a cleared off dirt area with the strange man >>> standing in the middle. >>> >>> Dialogue ensues between the player and the strange man which defines the >>> character. he then directs you to the west over a plank bridge to a >>> small >>> island floating in the void. In the middle of the island is a medeival >>> style tent with a sign denoting it as a fortune teller. >>> >>> Entering the tent will bring you to a new map - the new map will be just >>> the room of the fortune teller inside the tent. there will be >>> bookshelves >>> and props such as skulls, charms, etc. I picture it as a mixture of a >>> voodoo fortune teller and the corny kind of carnival fortune tellers >>> you'd >>> see at a faire. there will be a table with a crystal ball, and perhaps a >>> box of tarot cards. Sitting at the table facing the player will be the >>> future teller, a skinny armed person in a cloak with a hood, wearing >>> bracelets. >>> >>> The player will be asked questions by the fortune teller, this will help >>> define stats, faction reps and perks. >>> >>> once you finish, you leave. if you go back, you will get the dialogue >>> option to ask the fortune teller if she really believes in this stuff, >>> she >>> responds no, laughs madly and poofs. >>> >>> after this you return to the strange man who unlocks a gate and tells you >>> to take the second test "the journey" >>> >>> >>> The Journey >>> --- >>> I originally planned on this being the house of mirrors where you'd set >>> up >>> the looks of your character but i still like the theme. Instead its >>> going >>> to be a mayan-esque temple maze with traps and treasures. I picture it >>> to >>> be like a combination of the indiana jones temple in the 3rd movie, w/ >>> abstract puzzles. These puzzles will affect stats and also award perks >>> and >>> skills/ >>> >>> This map will be coming soon... >>> >>> The Beast >>> --- >>> at the end of the temple will be a door that leads to a beast, but before >>> you do the strange man asks what skills you might need and gives you an >>> appropriate weapon. you fight the monster, win. the exit leads back to >>> where you met the strange man to begin with. he says, well, looks like >>> you're ready! he grabs you and boots you through a door which leads to >>> Chapter 1 >>> >>> --- >>> >>> WHAT IS NEEDED: >>> >>> Other than concept art which is coming asap (i need to run to staples to >>> use the scanner) here is what is needed for now - >>> >>> Map: >>> >>> the map needs to be built for the brick path, leading to a wall with a >>> gap >>> in the middle with stairs that go up to the next stage. Behind where the >>> strange man will be, needs to be a high wall - this area will be expanded >>> further in future milestones. to the west will be a small plank bridge >>> leading to an island floating in the void. in the center will be a tent. >>> to the east will be a gate, with a short twisting path heading up a hill >>> to >>> a temple. >>> >>> Art: >>> >>> i will probably tackle the character models but everything else is up for >>> grabs. please send a msg to the group so we know what you're working on >>> >>> floating broken bricks for the void, animated to spin, etc. >>> a brick path >>> a wall >>> stairs >>> dirt clearing >>> carnival-esque posters with bizarre slogans (See DEAD GODS!, freakshow >>> type stuff, etc) >>> a high fence to block the view of what is under construction behind the >>> strange man. >>> plank for the bridge >>> circus tent for the fortune teller >>> sign for fortune teller >>> gate for the temple path with more wall (maybe reuse first wall) >>> props for the fortune teller room - crystal ball, bookshelf, deck of >>> cards, maybe a hanging thing of garlic cloves, skulls, table, chairs, >>> coins, >>> chinese lanterns >>> fortune teller with animated arm movement >>> strange man >>> signs for the path up to the temple >>> textures for aztec/mayan style temple >>> changeable player art for the model/hair. >>> >>> we'll have more once the temple is ready to be built... >>> >>> Code: >>> >>> alan has this down. >>> -------------------------------------- >>> >>> >>> >>> sneak preview of chapter 1: >>> >>> Chapter 1: The Chosen One >>> >>> opens with an epic poem about a prophecy fortelling a great hero who will >>> defeat evil once and for all. the hero is to be the candle in the >>> darkness, >>> the last and only hope for order in the world. >>> >>> camera pans to a knight with a cloak walking through the forest. we will >>> make it 100% obvious he is the great hero (and he really is!). a thief >>> throws a net on him while another stabs him, they take his coin bag and >>> drag >>> his corpse to the bushes. they then travel to a local tavern and sit >>> down >>> to have a beer. the camera pans to the main character sitting at the bar >>> near by. >> >> >> > > >