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[09:57:38] <vknecht> hello
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[11:05:57] <Douglas_E> hello, What do you want made in blender? What should it look like? How many vertexes etc?
[11:07:36] <vknecht> basically, anything you might see fit in the game ;-) but most important objects are indeed the ships. Some sci-fi like scenery objects might be good too (ie. camera object flying in mid-air, like in wipeout)
[11:08:12] <vknecht> the poly count should be as for other object, I think max in the 3000-5000 range
[11:08:33] <Douglas_E> animated?
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[11:09:49] <vknecht> nope, XD (ecksdee) doesn't manage any animation yet for ships
[11:11:11] <MistaED> are you's waiting for genmeshanim2+ to mature more?
[11:12:00] <vknecht> not really, it's just that we didn't have time to look into anims yet ;-)
[11:20:11] <Douglas_E> How big are these ships? In meters or like the size of a smart car? Or maybe a x52 bomber?
[11:20:24] <Douglas_E> b52
[11:21:38] <Douglas_E> weapons? Lights?
[11:22:19] <vknecht> no weapons; atm, they're attached to the ship when they're picked up
[11:22:45] <vknecht> they have no lights, but that may be a nice addition
[11:22:49] <MistaED> so maybe all the ships need some kind of universal dock so the weapons all fit in nicely?
[11:23:05] <MistaED> visually i mean
[11:23:27] <Douglas_E> mount points?
[11:23:45] <Douglas_E> again size matters
[11:23:54] <vknecht> for the size, mmm, perhaps check the blender files for ships at http://ecksdee.svn.sourceforge.net/viewvc/ecksdee/trunk/art/meshes/vehicles/
[11:24:45] <Douglas_E> scale does not matter as much as what size you want them to look. ??
[11:25:07] <vknecht> mount points are "empty objects" with special naming, lemme check
[11:26:32] <Douglas_E> Mount points as in hardware spots on the surface of the ships.
[11:26:48] <Douglas_E> What is the best ship of the blender files? What do you like best?
[11:27:56] <vknecht> F2 is a good base
[11:28:28] <Douglas_E> there is no f2 do you mean f1{
[11:28:30] <Douglas_E> ?
[11:29:39] <vknecht> ah, yes
[11:29:57] <vknecht> it's named F2 in game, a bit of a mess...
[11:31:51] <MistaED> :)
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[11:48:32] <Douglas_E> I am off playing with ships. Thanks! Be back if I get something good. Perfect project for me. If any programmers want to help me with my project let me know!
[11:50:01] <vknecht> hi nev7n
[11:50:09] <nev7n> hey vknecht
[11:50:24] <vknecht> Douglas_E: thanks
[11:51:21] <Douglas_E> NP, but thanks after I get something.
[11:54:02] <Douglas_E> Might be a few days
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[12:06:16] <Douglas_E> What are your limits on surfaces? Bitmap size and also mirror and glass?
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[12:35:27] <cfraz89> hi
[13:07:34] <vknecht> hey cfraz89
[13:09:58] <cfraz89> hey vknecht
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[15:01:35] <Douglas_E> What are your limits on surfaces? Bitmap size and also mirror and glass?
[15:33:14] <vknecht> Douglas_E: you mean texture size ? I think one should use more than 1024x1024 or 2048x2048, depending on the gfx cards one wants to support
[15:33:45] <vknecht> mirror & glass: mmm, we don't use such effects atm, although that should be possible
[15:34:01] <Douglas_E> for your game?
[15:34:12] <Douglas_E> what texture size?
[15:35:21] <vknecht> well, any texture ? I assumed that bitmap == texture; if not, well, can you precise what you mean ?
[15:40:27] <Douglas_E> yes, a bitmap for the surface for the model. It is called a texture in Blender. They often have limits like being square and of a size for the target computer to handle well.
[15:40:44] <Douglas_E> and a power of 2
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[15:43:19] <vknecht> hola caedes
[15:43:39] <vknecht> Douglas_E: yeah, power of 2 textures are better
[15:44:28] <vknecht> non-square also depends on gfx card/driver (some extension must be supported), so I guess square is better too
[15:44:47] <caedes> hi
[15:52:21] <MistaED> hi caedes
[15:53:41] <MistaED> yeah Douglas_E i'd say 2048 or 4096, at the end of the day if it's too big you can shrink it :) always better to be too big than too small
[15:54:59] <MistaED> plus a res higher with DXTC texture compression (like say 2048x2048) might be the same size as a non-compressed 1024x1024, so it would look better with the higher res one, it depends though on the surface
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[18:43:55] <vknecht> bbl
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