And, as for 100 textures not being a lot.. That's the number we have DONE. Allegiance uses 2301(give or take a few) textures. If you want to hop over to the Art Dev forums and help out, be my guest.
This was probably not the way to enter a community. What your posts thus far said was approximately:
'Gimme my eyecanidez now! I know you should, because some gaiming company did something like that to their commercial product!'
'Oh, so you made some. But why so few?'
'Look look! My e-peen is bigger than yours!'
Less posting, more reading.
Yes, I am in a bad mood tonight.
Macattack278 wrote:QUOTE (Macattack278 @ Feb 23 2009, 03:08 PM) well, strictly speaking, 100 textures is nothing in a game. most games have tens of thousands of textures.
When you have 4 guys texturing a game for 8 hours a day who are motivated by a paycheck at the end of the week, yeah, 100 textures is nothing.
Last edited by EdDaalleg on Mon Feb 23, 2009 11:46 pm, edited 1 time in total.
Actually the number of textures is probably under 500: All stations and ships should be ~ 250. About a hundred or so for environments, rocks and neb planets. Then you have missles/weapon sprites maybe another hundred or so. Plus a handful of miscellaneous like explosions and such.
There may be 1000+ images in your artwork folder, but much of those are 2D images for the HUD, buttons, and menus and don't need to be upgraded really.
Mr C. - No need to get huffy about new graphics hurting compatibility (although someone always does whenever the topic comes up). Everything done so far (and stil plenty more to be done) has absolutely no effect on those issues as they are completely optional.
Ogo, the Deus Ex project was community done, IIRC, but I don't think they were shooting for as high texture size as we have been. Although they may have been using more textures per model, depends how each was originally organized.
Mac - Believe me, people are working on it, but it just takes time. So far our efforts have been for depth, not breadth. We only have a fraction of the main artwork upgraded so far, but it has been done at 64 times the detail of the original game. In an effort to speed the process up, I actually contacted one of the original Artists of the game, and he sent me several CD's of material used in the development of the game. So far I've found moderately improved textures ( 2 - 4 times the original detail, not the 64x of some textures that have already be re-done) for the majority of the artwork in the game (still have 1 CD to clean up enough to open).
FFS he's just come in and asked about Hi-res mods.
He did it politely, if you were insulted, you're carrying a chip on your shoulder about some other noob/voob who made some other comments which he knows nothing about.
He mentioned the Deus Ex HD texture project, which in my book makes him a person with very good taste.
He did not in any form imply that people aren't working on it or that you're not working hard enough.
And he's absolutely right about the number of textures, though Alleg is harder to revamp than a FPS because the ship and textures are a lot harder to make than skins for CSS.
Last edited by juckto on Tue Feb 24, 2009 12:09 am, edited 1 time in total.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.