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View Full Version : Model and texture sizes - Developers Plz read.



scarface
7th Sep 04, 5:58 PM
This might be pointless to ask right now as i may not get the right answer, but i would like to know size of textures the models in the game use (eg. 256x256) and also the average polygon size for the character/vehicle models ingame. I assume it is probably around the 1000 mark, probably not much more, but i cant be sure.

Thanks to anyone who can help.

Lord Dante
7th Sep 04, 6:06 PM
weve been told its around 2000 tris for the unit models. commanders and tanks can be more.

texture size im not sure of yet. anyone else?

deggy
7th Sep 04, 9:54 PM
I'm one of the designers, aka least in the know about such things, but I'll toss in the figure I believe to be right for textures is 512x512. But I believe the artists worked from 1024x1024 master images and paired it down from there.

And since we have numerous end units that share model components (like the sergeant and the basic marine) all of the variations for a given model file need to be all on the same texture page (ie. base model, variations, guns, bits etc...)

I'll try to poke one of the artists or our graphic programmers and get a better answer for you!
cheers
-chris

scarface
7th Sep 04, 10:25 PM
Wow! Thats the quickest response ive have from a developer from any game i've posted about of modded. Most would take ages, or never even look at the post. You guys must be really on the ball, cheers mate!

Lord Dante
8th Sep 04, 12:43 AM
wow the game really must be finnished! ;)

Shakrith
8th Sep 04, 3:17 AM
Why would the textures be all together? The models can share components, but why not just copy the models rather than share exactly the same file?

Richtofen
8th Sep 04, 4:20 AM
Did you have pizza at your 'gone gold party?'

was it 512x512? ;)

So basically: Say if you have marine model. There are variations such as bolter/sergeant head/banner/plasma gun/plasma pistol/hvy bolter/etc. Textures for those all have to be on the one 512x512? Doesn't look like there will be much space! :o

Double Post


why not just copy the models rather than share exactly the same file?
I'm not 100% sure but I think it makes it faster, in that it doesn't have to draw different stuff all the time. From what I heard, Rome:Total War runs smoothly on current computers is because all 60 dudes in a unit are EXACTLY the same model.

Lord Dante
8th Sep 04, 5:10 AM
I think they are using one map because then for orks - for example, for random size changes all the UV co'orts will remain the samel, regardless of scale and random textures.

CLR
8th Sep 04, 5:18 AM
I think they are using one map because then for orks - for example, for random size changes all the UV co'orts will remain the samel, regardless of scale and random textures.

It boils down to conserving memory...

Strangefate
8th Sep 04, 7:17 AM
Memory is a rather small problem on a PC.
Caching 2d/3d files can speed up draw speeds to more than twice. The less you load and can reuse the same texture already in memory the faster it will be drawn.

As example, ideally you would have have all the units in the game on 1 huge 4096x4096pixels map (that's 64 512x512maps) rather than having (only) 40 or 50 512x512maps. Not all video cards would be able to read such a huge bitmap but you get the point.

SvK
8th Sep 04, 11:37 AM
Wow, that 4096x4096 would make it quite inconvenient to re-skin existing models.

Ganjaman
8th Sep 04, 3:55 PM
Ok i really like some more info on this if its possible , the devs use 512 sized maps, does this mean dow doesnt support 1024 maps?

Im working on the necron mod and did the skin in 1024 , now its not a big problem to rescale it but to have the weapons on the same map does make it a bit cramp:) so a bigger map would be nice :bandit:

Any other info about skinmaps is welcome!
For example :can a model use more than 1 skinmap?

Richtofen
8th Sep 04, 4:48 PM
its been suggested to do 1024 then scale down to 512 once ur done. bitmaps can scale down reasonably well but not a chance to scale them up with quality intact.

Lord Dante
9th Sep 04, 1:44 AM
Scaling down doest loose to much clarity.

Any information on bump maps?

Richtofen
9th Sep 04, 1:52 AM
From in game, doesn't look bump mapped. Could be wrong though