Monk
Caveman Ninja
dflemstr said:Sorry if this has been mentioned before, but why do you bother with textures at all?
Repeat after me, again, "these are not textures for use". Repeat after me "these are only templates". If you don't know what a template is, or why one might use a template, just feel free to ask and I'll try to go through it, whether I've explained it in this forum or not.
But try and wrap your head around the idea that, as I've repeatedly said, those bitmaps are not for use as textures in any game, but are only to illustrate the mapping. Capiche? You keep criticising me for doing something I haven't done and wouldn't dream of doing, and which I keep saying I haven't done and wouldn't do, and it's starting to make me question your level of attention, at least.
dflemstr said:Using wire frame rendering and per-vertex colors is both many magnitudes faster and produces much cleaner and fully anti-aliased lines (because you must admit that the texturing above - even if it is as good as it can get using pixmap textures - looks kinda weird because of the texture bilinear aliasing)
Repeat after me - those are not how we're going to be displaying models in-game, those are not textures to render by. I don't have to admit that they are as good as you can get using pixmaps because they are, deliberately, almost the very worst you can get. Please - get this. They are not textures. They are merely simple templates. Please understand this.
I would ask you, please, to design some models then instead of bitching that you can do so much better so much easier in a text editor, if I weren't convinced from your comments above that you'd completely missed the point of the way these models were UV-Mapped.
I'm not fond of explaining the same thing repeatedly, but even less fond of doing so to the same person. I hope people listen and understand. So get this, please, this time - the templates applied to show that each facet is individually texture mapped so that we COULD, if we so choose, create nice photo-quality textures to apply to the models is not a photo-realistic texture, it is not meant for final rendering under any circumstances whatsoever. It is merely a template to show that the models are mapped as opposed to simple, unmapped, less capable models such as one might expect a less technically minded 3D newbie to knock out without realising the potential benefits of mapping. The templates' SOLE purpose was to show that the models are UV Mapped. They do that, but no more. That is all they were intended to do.
I feel like "Holly" the computer explaining to Lister that everyone else on-board is dead, in TV series "Red Dwarf":
Lister: Where is everyone Hol?
Holly: They're dead Dave.
Lister: Who is?
Holly: Everybody Dave.
Lister: What Captain Holister?
Holly: Everybody's dead Dave.
Lister: What Todd Hunter?
Holly: Everybody's dead Dave.
Lister: What Selby?
Holly: They're all dead, everybody's dead Dave.
Lister: Peterson isn't, is he?
Holly: Everybody is dead Dave.
Lister: Not Chen?
Holly: Gorden Bennet, yes Chen, everybody, everybody's dead Dave.
Lister: Rimmer?
Holly: He's dead Dave, everybody's dead, everybody is dead Dave.
Lister: Wait, are you trying to tell me everybody's dead?
Holly: *slightly under breath* Shouldn't have let him out in the first place!
They're templates dflemstr.
All of them dflemstr.
They're all templates dflemstr.
They are all templates dflemstr.
They're all templates, they are all templates dflemstr.
Gordon Bennet, yes even the "Spawn Fort", all of them, they are all templates dflemstr.
They aren't textures dflemstr. They are templates dflemstr. They are all templates dflemstr.
I DO so hope this question won't come up again, and that you won't suddenly revert to thinking of those simple bitmaps TEMPLATES as textures. Again. And that the textures are below par and should be redone. They are below par in much the same way that an unmodified bicyle is below par for flying across the Atlantic. Certainly a bicyle is not fit for flying across the Atlantic, but if you're even considering it in that context then I feel you do not sufficiently understand bicyles. Or, possibly, oceans either, and certainly not cyclists.
dflemstr said:Also, I as a technically-minded guy would prefer creating these meshes using a text editor. Much easier to get the trigonometry right then (without the right tools it's hard to eyeball stuff like that), and if you use integer coordinates everywhere, you can make mesh files smaller and use extremely simple transformation matrices that might improve performance, even.
Except that a less technically-minded guy probably wouldn't UV map them, not having a clue why UV mapping is useful. Apparently.
Red Dwarf quotes are great. For this instance I like:
Cat: Why don't we just break out the lasers?
Kryten: An excellent plan, sir, with only two minor drawbacks. One, we don't have a power source for the lasers; and two, we don't have any lasers.
Or to put it another way:
dflemstr: Why don't you just admit that the textures are rubbish?
Monk: An excellent plan, sir, with only two minor drawbacks. One, we haven't used textures; and two, we don't have any textures to use, having not painted any.
torpor said:Do not get that there are just more models to be made than simple, geometric ones?
Apparently not
It feels sometimes like light-bulbs are dying across the globe when certain topics come up, like Alderaan being destroyed by the first Death Star
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