UGAC – Handheld Environment - Rules

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Display Modes
  03 March 2006
I think it would be fun to have a "In-Game" spoof screenshot along with a couple beauty screens

the PSP's screen resolution is 480x272 FYI :P
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
  03 March 2006
Originally Posted by MrDev: I think it would be fun to have a "In-Game" spoof screenshot along with a couple beauty screens

the PSP's screen resolution is 480x272 FYI :P


so true, beauty shots would be awsome and ya i guess i was wrong about the res, i heard it long ago and i geuss i heard it wrong, but tanx for the fix
 
  03 March 2006
lovely pic of the defunct gizmundo there, you know they went under right? You can't buy that handheld.

right, thought I'd be helpful here and give you guys some lovely guides that I made a while back:



suggested polygon count for performance (total visible): 2000
texture memory (per screen): 512kb
max texture size: 1024px x 1024px
screen colour depth: 18-bit (260,000 colours)
3d data format: (custom exporters)
texture format: TGA, NNS Targas
alpha blending: 5-bit? (32 colours)
suggested texture size: under 128, 64, 32 etc



suggested polygon count for performance (total visible): 50,000
texture memory (per screen): 2mb
max texture size: 128px x 128px ?
screen colour depth: 16-bit (65,536 colours)
3d data format: ? (probably custom export)
texture format: ? (safe to assume TGA)
alpha blending: 8-bit (256 colours)




should add some realism to your shots
__________________
www.dadako.com

Last edited by Terminal24 : 03 March 2006 at 03:07 PM.
 
  03 March 2006
thanks Terminal24

useful stuff
__________________
This message DOES reflect the opinions of the extraterrestrials
 
  03 March 2006
I've seen the PSP do 256x256... I'll try higher give me a sec!
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...
 
  03 March 2006
yeah 256x256 is possible
__________________
Everybody gotta wear clothes. If you don't you'll get arrested
 
  03 March 2006
i think for this all future challenges, we should have a beauty shot of us playing the game. this one is simple, hold up your DS or PSP and photoshop the game in. for future, take a picture of you and friends playing it on the 360/Rev/PS3 in your family room.

just for shits and giggles.
__________________
.rick | heavyness.com
 
  03 March 2006
fun idea but not so cool for the ones that dont own one
__________________
Everybody gotta wear clothes. If you don't you'll get arrested
 
  03 March 2006
There is a way to see them on the device themselves but it takes alot of work...

you'd have to convert all of your textures to 24bit TGA's only 256 colors per texture... convert the file to a .map

relight the map, compile it in an old version of Q3Radiant... and run the Q3BSP viewer for the PSP...
__________________
personal notes:
- He who forgets to save... Crys when modo crashes.
- Thats the last time I join verts with the UV Map selected...

Last edited by MrDev : 03 March 2006 at 01:44 AM.
 
  03 March 2006
Originally Posted by urgaffel: The 2mb limit means that all your textures will be 2Mb when added up. So you could for example use a lot of 64x64 with 8 colours to get the most out of it. Or maybe 4 colours if that's all you need etc etc At least that's how I've understood it


What about file formats though? Someone could be using jpegs, others gif, others dds, etc. If you didn't know about a fileformat that helps shrink size, you are already at lose from the others in terms of texture size.
Would it help to make a basic rule that everyone uses the same file format too? But you can still edit the pallette, etc.
__________________
Portfolio
 
  03 March 2006
Originally Posted by Neil: What about file formats though? Someone could be using jpegs, others gif, others dds, etc. If you didn't know about a fileformat that helps shrink size, you are already at lose from the others in terms of texture size.
Would it help to make a basic rule that everyone uses the same file format too? But you can still edit the pallette, etc.

No, I don’t think we should force an certain file format over another. Though, what we can do is place an comparison chart between a few of the best giving the pros and cons, and let the participant decide which one to use.

Originally Posted by kole: i think for this all future challenges, we should have a beauty shot of us playing the game. this one is simple, hold up your DS or PSP and photoshop the game in. for future, take a picture of you and friends playing it on the 360/Rev/PS3 in your family room.

just for shits and giggles.
Awesome Idea. I will see what I can do.
__________________
Join the new UGAC

- - - - - - - - - - - - - - - - - - - -
Super Shiny and Sexy vehicle” [LINK]

 
  03 March 2006
Correct me if i'm wrong, but if you save a gif as optimized, doesn't it automatically adjust the color pallette to only save whatever colors are being used? Unless you're using more than 256 colors in which case, you can set a lower level limit.
__________________
Portfolio
 
  03 March 2006
It's been a long time since I've done any game related 3D stuff, but this sounds like a really interesting challenge. Nice job!

Just a quick question(just to be safe): Are you allowed to change the transperancy of something in your level, without out resorting to using textures with an alpha channel. Most engines that I know, allow you to change transperancy of a whole model via code.
 
  03 March 2006
I posted the submissions thread for all you fast workers…
We only have a little over an week to finish. The entries are looking great so far guys. Keep it up.

*man! Only a week… I need to get working on mine… I will finish.

__________________
Join the new UGAC

- - - - - - - - - - - - - - - - - - - -
Super Shiny and Sexy vehicle” [LINK]

 
  04 April 2006
Any chance of an extension to this challenge?
My digital environment is far from complete
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 01:50 PM.


Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.