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Re: New Level Design Tutorial Almost Completed [Re: Dan Silverman] #20187
03/09/04 20:23
03/09/04 20:23
Joined: Sep 2003
Posts: 546
Somewhere in this world
Commander_Josh Offline
Developer
Commander_Josh  Offline
Developer

Joined: Sep 2003
Posts: 546
Somewhere in this world
Dan, thanks a lot for this tutorial, I've read through it and it contains a lot of good information and advice. Well done, good job! Later on I'll apply some of the things mentioned in your tutorial in the level i'm currently working on.

Re: New Level Design Tutorial Almost Completed [Re: Commander_Josh] #20188
03/09/04 22:34
03/09/04 22:34
Joined: May 2003
Posts: 212
Finland / Helsinki
Don Pedro Offline
Member
Don Pedro  Offline
Member

Joined: May 2003
Posts: 212
Finland / Helsinki
Wish I had had this last spring when I started... Well doing things the hard way can be very educational
Anyway - looks great, lots of valuable information! I'm sure it makes life a lot easier for beginners (which I still am) and even for more advanced ones.


The only place where success comes before work - is dictionary.
Re: New Level Design Tutorial Almost Completed [Re: Don Pedro] #20189
03/10/04 01:33
03/10/04 01:33
Joined: Sep 2003
Posts: 547
Bavaria, Germany
R
robertternes Offline
Developer
robertternes  Offline
Developer
R

Joined: Sep 2003
Posts: 547
Bavaria, Germany
Everything there is I already know... I hoped that there will be much more about the lightning, but these informations there I already know, too

Perhaps someone will release a Lightning Tut someday

Re: New Level Design Tutorial Almost Completed [Re: robertternes] #20190
03/10/04 15:37
03/10/04 15:37
Joined: Nov 2003
Posts: 76
M
muyoyo Offline
Junior Member
muyoyo  Offline
Junior Member
M

Joined: Nov 2003
Posts: 76
I like it,especially info on memory conservation using textures,but i think it is too little...i expect more screenie,slecting textures for game mood(toony ambient(not shader just environment),serious game where u have lava,broken ladder),yes,lighting tips too although we should choose on our own atleast should us the great techniques,but overalll it is still worth it:D

Re: New Level Design Tutorial Almost Completed [Re: muyoyo] #20191
03/10/04 18:16
03/10/04 18:16
Joined: Jul 2003
Posts: 1,300
Albury, Australia
James_Burke Offline
Serious User
James_Burke  Offline
Serious User

Joined: Jul 2003
Posts: 1,300
Albury, Australia
I've finished reading (I skiped some parts ) I really like the theory part. Very helpful, although it reminds me a lot of some articles in 3AM

Re: New Level Design Tutorial Almost Completed [Re: James_Burke] #20192
03/10/04 19:56
03/10/04 19:56
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline OP
Senior Expert
Dan Silverman  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
It should remind you of some of the articles in 3AM ... the same authore wrote them both .


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: New Level Design Tutorial Almost Completed [Re: Commander_Josh] #20193
03/11/04 04:29
03/11/04 04:29
Joined: Nov 2003
Posts: 76
M
muyoyo Offline
Junior Member
muyoyo  Offline
Junior Member
M

Joined: Nov 2003
Posts: 76
I am confuse on texture memory conservation is it the file size of texture matter or the texture size itself...take a look here

http://www.slackiller.com/tommy14/tex-dimensions.htm

This is for HL but i am really confuse...can some1 tell me?

Re: New Level Design Tutorial Almost Completed [Re: muyoyo] #20194
03/11/04 04:57
03/11/04 04:57
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline OP
Senior Expert
Dan Silverman  Offline OP
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:

I am confuse on texture memory conservation is it the file size of texture matter or the texture size itself...take a look here




It is not the file size of the texture itself. The same pixel sized image saved as a BMP, PCX and TGA will all be different sizes as far as file size is concerned (i.e. Kb). All three textures will consume the same amount of video memory, though. The texture will go through a conversion process so once the texture hits the video card it is not a BMP, PCX or TGA anymore. It is simply a (insert pixel size here) image and that is all.

I hope that helps a little.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: New Level Design Tutorial Almost Completed [Re: Dan Silverman] #20195
03/11/04 05:20
03/11/04 05:20
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
Senior Expert

Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
Depending on a few things...

DDS format retains compression in video memory. Certain engines are able to utilize other compression methods for reducing the memory foot print as well. Currently with 3DGS, it does not support any compression methods - so a 512x512 texture will take up the same ammount of memory no matter what. Hopefully though they will add DDS support soon, as that can be of great help in reducing your overall memory load.


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Re: New Level Design Tutorial Almost Completed [Re: myrlyn68] #20196
03/11/04 05:56
03/11/04 05:56
Joined: Jan 2004
Posts: 585
Alexandria, VA
Alkai Offline
Developer
Alkai  Offline
Developer

Joined: Jan 2004
Posts: 585
Alexandria, VA
That's very interesting, myrlyn... thanks for that tidbit of info...


If you gaze long into an abyss, the abyss will gaze back into you. 3.0 GHz Pentium 4 w/HT 1 Gig 400mhz DDR SDRAM 128mb NVidia GeForce FX 5200
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