tristangoodes

tristangoodes

Joined Member # 2738974
1 Posts 21 Replies 9,380 Reputation

The UI was designed to take up as little screen space as possible. The UI is also hide-able. Also, most people play at higher resolutions. Even those with less than spectacular computers. I don't see this being an issue at all.

13 Replies 27,490 Views

Am I the only one who finds it amusing that people are saying we need a campaign to make the game more replayable? When in fact, Campaigns would be the only scripted thing in the entire game making it a one off thing. LOL Anyway, Blair has said before that sins Skirmish isn't a standard skirmish. Why not wait and see till you make judgments.

57 Replies 71,532 Views

A UV is a coordinate system that tells each vertex where it sits on a texture map. Thus allowing us to paint textures. UV's are totally customizable. However, a vertex can only have one coordinate per UV projection. This means that if you were to have two different types of unwraps you need 2 different types on uv's. I'm under NDA, there were reasons for doing this on the planets. If you are using max I'm not sure you can export 2 sets of UV's successfully.

81 Replies 59,614 Views

2nd set of uv's is for the planet clouds. There are no bump maps on planets in Sins. We used spec maps to fake it instead. Gave better results. Also, it's a diff shader, so the planet DA map is different to. to make it 10000 units, make a sphere that size in max or whatever software you are using and match your model to it.

81 Replies 59,614 Views

Colour map(DXT5) RGB- Colours A- Spec Data (DXT3with alpha) R- team (white = team colour area) G- SI (white = light spots) B- Reflection (black = no reflection) A- Bloom (black = no bloom) Normal map use dxt normalmap compression. set to tangent space normal map If the model glows it means you either don't have an alpha on your data map, or your alpha is white.

15 Replies 11,729 Views

Sounds like a tangent issue for sure man.[quote] The Sins normal maps are identical to a standard normal map made using the nvidia dds plugins for photoshop. The only difference is sins uses grayscale. Ill post some better shots of the mesh errors later (ill have to re-convert my models on my laptop cause i have no access to my desktop at the moment). It seems like the vertices unweld at the texture seems, and the lighting looks like it is coming from the wrong direc

81 Replies 59,614 Views

one issue with adding colour values to the models is it will fight with some of the team colours. Purple and green will not go together for example.

20 Replies 11,935 Views

since we are at it can we compare Company of heros to the graphics in say Call of Duty? No, we can't. I can look at the models and eve and tell you right out their geometry limits are a lot higher than they are in sins. It's not due to any quality issues coming out of the art department. Give a modeler at ironclad a 10000 poly limit, I'm sure they'd produce some steller results. This is an RTS guys. It's a game that is running off your computers, not game servers. Everything in the gam

98 Replies 135,765 Views

I don't want to argue with you. I do and have worked in editing before. You've made a simple act of someone (myself) saying you should use a default codec. which you arn't using due to the fact I have to download VLC just to play the thing. Thus making it not default. Quicktime is far more default that VLC. And has codecs that run on both windows and mac. If you're to provide an unstandard codec like you have, provide something that people can use as well. Install

25 Replies 63,585 Views