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View Full Version : LowPoly (DS/PSP) texturing questions


hansedr
06-18-2008, 03:27 PM
I was wondering if an engine could support tiling textures for buildings? Say you have a 60 story building using the same texture, could you repeat those in a engine? Or how would you do it? I know you can make some planes and snap them together but then that would raise the poly count. From what I have read, the psp can handle approx.5,000 polys per frame but I'm not sure what the DS can do. So if you wanted to make a free roam game and have multiple buildings (or city), how would you do that for handhelds. Any input would be awesome. Also, how do I setup my viewport within Maya to see what the actual pixel size on screen would look like? Thanks

hakanpersson
06-19-2008, 02:03 PM
It depends on what engine you use. Any commerical engines should support tiling. Check -> www.viciousengine.com (http://www.viciousengine.com) Its got multiplatform support too.

How-to is a question on which tool you use for leveldesign. If its maya, you would tile like always with the place2dnode and when you export those values would likely follow, or you have to write them yourself in the material script file. And if you use a level editor, theres likely a tool similiar to maya to do the same thing.

I am not really sure I understand your last question. However, most 3d apps allows you to hack the viewport to render with 3d engine of choice. (Not saying its easy thought).

hansedr
06-19-2008, 07:05 PM
Cool. Some ppl have posted (on other forums) that it depends on the engine used. One person said you can tile up to 4 times w/out getting any issues, another said you can only use the 0-1 space, while others have said the same thing you did. Sorry about not explaining more on the viewport. I was wondering how to config the viewport to display the screensize of the model as it would appear on a PSP/DS screen (actual size)? I see people post 3d models that show the actual in game screen size and was wondering how they are able to determine that size. I don't believe they put it in an engine. I know how to create the scale of say a 6foot tall person, but how would that look on a psp/ds screen size. Plus, I'm trying to figure out how to create the OpenGL render in my persp viewport in maya 2008 but not having much luck so far.

Dtox
06-27-2008, 01:32 AM
Sorry about not explaining more on the viewport. I was wondering how to config the viewport to display the screensize of the model as it would appear on a PSP/DS screen (actual size)? I see people post 3d models that show the actual in game screen size and was wondering how they are able to determine that size. I don't believe they put it in an engine. I know how to create the scale of say a 6foot tall person, but how would that look on a psp/ds screen size.
Find out what the display pixel resolution for the DS/PSP is, and configure your final render image in the same dimensions.
There has to be a way to determine the screen resolution of the DS/PSP.
Might be in the manual of the device itself, even on the box.
If not, either look at the PSP website or contact Sony.

You don't configure the editor window(viewport) in those dimensions, just the render.
I don't remember exactly how to do it in Maya, but when you enable the "render safe" option, it will show you the render safe area in the editor view.
It corresponds to the aspect ratio of your render.
Because the editor view is just the editor that allows you to manipulate the scene.
The actual render whether it's done in the editor, the hardware buffer or through an engine is what you see on the device so that's where your pixel dimensions come into play.

For the OpenGL thing, that would be done with Mayas hardware renderer.

These things would become easier for you if you were to learn the basics of using Maya.
Even if someone could tell you what to do step by step, if you don't know the basics of Maya you won't be able to apply the information they give you.

Take your time.
You can't expect to just open Maya and immediately get to work on a project.
You have to learn how to use Maya first.
Do the tutorials that deal with the basics, then do tutorials you find online once you have the basics down, THEN start on a project.
You'll get it eventually, it's a process.

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