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Thread: Windrunner's quiver

  1. #1
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    Windrunner's quiver

    I have a few questions that aren't answered by the specs sheet for windrunner's quiver (offhand):

    1. I assume that the arrows need to be attached to the arrow_1 and arrow_2 bones so they can bounce around. Does attaching an arrow tail to the arrow bones also change the appearance of her projectile?
    2. Her arrowhead is part of her quiver materials but isn't anywhere in the model. Is this still pulled from that texture region and, if so, would we be able to change her arrowhead's color if not shape by changing that part of her materials?

  2. #2
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    I'm goign to bump this to say that 256x256 may be plenty large for an ingame texture but is woefully insufficient for LOD0. The standard texture is 2048x2048, working with 1/64th the detail just looks...bad.
    Last edited by gramathy; 08-19-2012 at 09:25 AM.

  3. #3
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    A 256x256 4 channel VTF is 342kb

    And a 2048x2048 is 21,846kb

    Give each item 4 2048x2048 textures and that's an immense amount of data.

  4. #4
    Basic Member Kakkoii's Avatar
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    Quote Originally Posted by gramathy View Post
    I'm goign to bump this to say that 256x256 may be plenty large for an ingame texture but is woefully insufficient for LOD0. The standard texture is 2048x2048, working with 1/64th the detail just looks...bad.
    128x256 (not 256x256) is plenty for a quiver... These models aren't meant to be seen super up close. It looks good enough if you manage your UV space properly. They don't want to bloat the game with a bunch of extra data just for the sake of a tiny bit more realistic looking portrait textures.

    And no, 2048x2048 is a standard for textures on a WHOLE CHARACTER. Not a tiny part like a quiver. The different parts of the character have their texture maps combined into a single map, that is generally in the 1024x1536 range. Which, considering the type of game this is, a top down tower defense, that's a hell of a lot.
    Last edited by Kakkoii; 08-19-2012 at 05:32 PM.
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  5. #5
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    Go download the windrunner package. Her quiver texture is 2048x2048 and includes the fletching on the arrows that bounce around inside her quiver. Her HAIR is 2048x1024. Yeah, these probably aren't what are used during gameplay (they're obviously LOD0 textures) but 256x128 is pretty small to try to get any kind of detail into a LOD0 model, especially if we're supposed to also include the arrow fletching, which isn't specified at all (and takes up a good part of the provided texture)

    Also, 1/8 in two dimensions is 1/64th. Since it's 1/8 and 1/16, it's actually 1/128th the size.
    Last edited by gramathy; 08-19-2012 at 05:09 PM.

  6. #6
    Basic Member Kakkoii's Avatar
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    No, what these textures are, are development textures. They are giving us the high quality versions of the textures they work with so we can do what we want with them, instead of the downsized ones that are put in the game. This is how game development works, you always texture in a higher resolution than is going to go into the game, and then downsize and do any refinements needed. This allows you to give the illusion of more detail in your downsized texture, since the downsize came from something higher quality.

    If you actually look in the game files, her quiver texture and other textures are either 256x256 or 256x128 (her body is 512x512 though)

    And no, it is enough room for detail on a LOD0 model.

    Last edited by Kakkoii; 08-19-2012 at 05:40 PM.
    D̶̪̏̇͛͂̈̊̏O̬͉̱̭̤̐ͤ͝T̥̼̗̦̯͙ͣ͐ͮͨ͛̐Ä̩̣̖̘̖͍̹͐ͮ̊ͣ̆̎ ̗͖̘̲̝͔̅͐̀̎͗͌̐2̢̔̄ͭ̋͌̾

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