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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 02/12/2007 09:32:01
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Overman
Master Director
Joined: 20/10/2006 19:44:06
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Location: Southwest Florida, USA
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Per a need I put forth in this thread, I thought I'd assemble a list of intended texture dimensions for objects which accept a user-defined image on one of their surfaces. This will help if you want to prepare images so they fit these surfaces perfectly. Feel free to add to this list as new objects come along, or if you find any I missed.
NOTE: It is the relationship between height and width that is more significant than the actual height and width. In other words, if an object wants a 512x256 image, it will also accept a 1024x512 image (at greater memory cost to your PC) as well as a 256x128 image (at a lesser quality) and still display them in their proper proportions.
Code:
ITEM NAME ADDON WIDTHxHEIGHT (RATIO)
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Laptop Screen Base 512x256 (2:1)
Prim Poster Base 256x512 (1:2)
Prim Backdrop Curved* Base 942x300 (pi:1)
Prim Backdrop (Flat)* Base 470x340 (irregular)
Television 001 Base 512x256 (2:1)
Wall Picture 01 Base 256x512 (1:2)
Wall Picture 02 Base 256x512 (1:2)
Picture Frame 01 Domestic 1 512x256 (2:1)
Picture Frame 02 Domestic 1 256x256 (1:1)
TV Flat 32 ** Domestic 1 256x256 (1:1)
Picture 01 Domestic 2 256x256 (1:1)
Billboard Urban Exteriors 512x512 (1:1)
Street Sign Double *** Urban Exteriors 512x512 (1:1)
Street Sign Low *** Urban Exteriors 512x256 (1:1)
Street Sign Euro *** Urban Exteriors 512x512 (1:1)
Street Sign Sgl Dir *** Urban Exteriors 512x256 (1:1)
* See Chris Ollis post below regarding considerations when using DDS textures.
** This TV does not appear to have a 1:1 screen, so this texture
probably gets cropped or stretched. Experiment to see.
*** The texture dimensions here are correct, but the layout of
these street sign images is done in a particular way for each prop.
Recommend you open a copy of the existing texture(s) and use that
as a guide.
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Phil "Overman" Rice
Zarathustra Studios
http://z-studios.com
Listen to my machinima podcast at http://theovercast.com |
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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 02/12/2007 09:51:34
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kkffoo
Master Director
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I think that post deserves a virtual box of chocolates at least!
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Pineapple Pictures Blog http://pinechunks.blogspot.com/
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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 02/12/2007 15:43:38
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mrjoyce
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Double ditto Kkffoo. This list is in my kit now!!
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"The enemy of art is the absence of limitations" - Orson Welles
Pineapple Pictures
http://pinechunks.blogspot.com/
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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 03/12/2007 10:25:53
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johnnie
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Great post, Overman - Stickied, with thanks.
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__________
Johnnie Ingram
Technical Author, Short Fuze Ltd.
Head Of Beverage Acquisition & Caffeine Replenishment, Strange Company | Co-Author, Machinima For Dummies
"... just some stalker who doesn't really work here ..."
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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 03/12/2007 10:42:25
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Chris Ollis
Critically acclaimed
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Hi Overman,
The Panoramic screen is 942x300 I think (it's early and my calculations for half the circumference of a circular panel may be a bit off).
The Flat Backdrop is 470x340 (odd aspect ratio I know, but there you go!)
When creating textures start with these sizes and then resize them down to standard 1:1 or 1:2 aspect ratios (128x128, 1024x512, etc) and everything should work fine.
Hopefully we'll get some free time away from processing assets to convert our Technical Specification Guide in to a Modders Manual. I'm just not sure when that will be at the moment.
Chris
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Chris Ollis
Senior Artist
Short Fuze Ltd
Minor Web Celebrity and BBC comedy writer  |
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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 03/12/2007 14:34:58
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Overman
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Joined: 20/10/2006 19:44:06
Messages: 253
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Chris Ollis wrote:
When creating textures start with these sizes and then resize them down to standard 1:1 or 1:2 aspect ratios (128x128, 1024x512, etc) and everything should work fine.
Hi Chris! Thanks for the info!
I'm a bit confused by this part and want to make sure I understand. Are you still talking about the curved backdrop / flat backdrop in the quote above? Why would one, after having designed an image per the prims' irregular size specs, want to then resize these particular ones to standard aspect ratios? Won't that distort the image?
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Phil "Overman" Rice
Zarathustra Studios
http://z-studios.com
Listen to my machinima podcast at http://theovercast.com |
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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 03/12/2007 14:53:32
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Chris Ollis
Critically acclaimed
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Hi Overman,
Sorry to confuse you, the DDS texture format that we use (due to faster load times, greater compression and mipmapping) can only be saved in the old game sizes/ratios of 32,64,128,256,512,1024,2048 at 1:1, 1:2, this is why I mentioned resizing down. Yes the Image will look distorted in Photoshop but then it will un-distort when it gets back in to Moviestorm.
If you are using PNGs or Jpegs, then the ratio doesn't need to be changed.
Hope that clears it up
Chris
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Chris Ollis
Senior Artist
Short Fuze Ltd
Minor Web Celebrity and BBC comedy writer  |
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![[Post New]](/forum/templates/default/images/icon_minipost_new.gif) 03/12/2007 15:24:58
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Overman
Master Director
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Messages: 253
Location: Southwest Florida, USA
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It does, thank you very much! I'm updating the first post of the thread to reflect the new info.
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Phil "Overman" Rice
Zarathustra Studios
http://z-studios.com
Listen to my machinima podcast at http://theovercast.com |
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