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Questions and Answers 3D (read the first post before asking a question)

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Alvarez:
What do you think about projection painting compared to painting on a unwrapped texture?

http://www.youtube.com/watch?v=maJj6sLOiKM&feature=related

This method seems so easy and less abstract compared to UV unwrapping, but are there any catches?

I was thinking about taking pictures the different axis from the untextured mesh, sketch a texture on them and projectionpaint it back.

Luther Blissett:
I suppose the main one is lack of painting tools, layers and the ability to move those layers about - though if you got a high-end model painting program, that might not be a problem - but in the free / open source level applications, you're currently looking at little more than "mspaint" style painting tools only. What does work nicely though, is to unwrap the model normally, then 3D paint onto the model to mark out seams and other such areas, then photoshop the remainder of the flat texture to finish everything off - particularly useful for drawing straight lines around a round object, where the front and back aren't next to each other on the texture.

Your suggestion of working from different axis, painting them, then reattaching them would work on the whole, but you'd have some problems with interior sections (i.e. a person viewed along x axis would have a problem with painting the inside of legs and arms). You could however get 3/4 of it done, then finish those bits off "traditionally".

pistacja:
Some random questions.
-is there room in the rendering pipeline for shaders(per pixel ligth, shine, glow, normal maps)?
-can a full screen, post-processing filter be used (bloom,  ink, blur)?
-is texture compression used? What kind?
-what is the prefered image format(tga, png, dds...)?
-what about alpha? 1 bit (black-white), 4 bit, 8 bit (256 grayscale) or none at all? In what mode is it used? Would two transparent layers be correcty visible?
-how would animated particle-like effects work? One image-one file, all images side by side in one file (atlas), or a gif-like format from fallout?

I also have some nice explosions that I can give away, are there any plans to remake the original blasts?

   

Lexx:

--- Quote ----can a full screen, post-processing filter be used (bloom,  ink, blur)?
--- End quote ---

Yes.


--- Quote ---I also have some nice explosions that I can give away, are there any plans to remake the original blasts?
--- End quote ---

Not that I know of any. At least not officially-- we want to keep the game to look like the original.

Karpov:

--- Quote from: pistacja on February 23, 2011, 12:38:49 pm ---Some random questions.
-is there room in the rendering pipeline for shaders(per pixel ligth, shine, glow, normal maps)?
-can a full screen, post-processing filter be used (bloom,  ink, blur)?
-is texture compression used? What kind?
-what is the prefered image format(tga, png, dds...)?
-what about alpha? 1 bit (black-white), 4 bit, 8 bit (256 grayscale) or none at all? In what mode is it used? Would two transparent layers be correcty visible?
-how would animated particle-like effects work? One image-one file, all images side by side in one file (atlas), or a gif-like format from fallout?

I also have some nice explosions that I can give away, are there any plans to remake the original blasts?

   

--- End quote ---

As far as I know, the game can use .fx shader files, there are some Default .fx files in the data/effects folder. But I don't know of anyone with knowledge of HLSL, and I am afraid not every .fx works.
About textures: since the image size is going to be very small, we wont need MIPmaps. I used jpg, tga, and png. All three worked fine, but I think JPG is the most compressed format, so it would be a good choice when we have many of them.

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