Turret design and learning - slowly

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Zarel
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Re: Turret design and learning - slowly

Post by Zarel »

Olrox wrote:Yeah, that's what Avestron mentioned. I also think that it can be achieved. Actually, you've mentioned that texture page size isn't an issue.
"I'VE GOT PROOF!" viewtopic.php?f=10&t=3677&start=105#p38301 xD
Not an issue for the renderer... We'd prefer to keep file sizes small to keep downloaders (and the sf servers) happy.
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Olrox
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Re: Turret design and learning - slowly

Post by Olrox »

Zarel wrote:
Olrox wrote:Yeah, that's what Avestron mentioned. I also think that it can be achieved. Actually, you've mentioned that texture page size isn't an issue.
"I'VE GOT PROOF!" viewtopic.php?f=10&t=3677&start=105#p38301 xD
Not an issue for the renderer... We'd prefer to keep file sizes small to keep downloaders (and the sf servers) happy.
Sure, if the texture pages are "generic", we'll have 1/2, 1/3, 1/4 even, of the texture's part of the file size, considering that te textures are going to have some nice definition. For bodies, propulsions and turrets, I've find out that 1/3 of a 512x512 texture page is enough. Actually, I really think that pretty much any 1-tile building can also use half a 512x512 texture page and still, the pixels won't be noticeable even at the closest zoom.

But anyway, I thing you got it right, avestron - first deciding the shape of the model rather than making the textures (mainly due to the UV mapping procedure) is definetely more effective.
I think that the turrets need an evident "slot" of sorts, so that the barrel models may fit into it in different ways. Basically, a simple "hole" would be effective, but borders' relief effects should be visible. This can be achieved by proper texturizing, still. That's because to the idea I've suggested before of making the joint between the barel and turret into the barrel's geometry - The machinegun joints should indicate the capability of pitching.