UGAC – Handheld Environment - Rules


#21

alright i really want to work this out somehow but i really need to know the specifics about this one thing

   " Quote:
                                             Originally Posted by [b]urgaffel[/b]
              [i]With the 2mb load limit, do you mean that we can have a bunch of 4 bit textures instead of a few 32bit textures (as long as they are up 128x128 in size)? If yes, then people will start to learn more about optimizing their palettes :D[/i]

You bet. Just keep in mind the 2mb limit. "

what do you exactly mean by 2mb?
is it a texture max size is 2mb? or only 2mb of textures can be on a scene at everytime or 2mb for the whole texture package, or none of the above :banghead:

Also another thing, the renders that we finish for this project, they have to be PSP output res 456x288, sry i don’t think i saw anything about that in the doc unless its abit late and my eyes just didn’t see them :arteest:

plz help me out here
thanks.


#22

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 :slight_smile: At least that’s how I’ve understood it


#23

Well, I dunno about PSP, but DS only has 512K VRAM.

Some figures that might help for textures

128x128 256col palette = 16k, palette 512 bytes
128x128 Direct col (15bit) = 32k
128x128 4x4 texel compressed = 4k, palette 2k

As a guide I would stick to no more than about 20 unique 128x128 textures in your level tops if you are considering DS specs. assuming you cannot stream textures. But hey I aint running this show :slight_smile:


#24

interesting.

Question. how do most DS games deal with shadows, im thinking Plane with alpha under object?

oh and if i was to use 64* textures (DS specs) with 8 colours how many would be an exceptable amount.


#25

wait a second, 2MB for all textures, this is just getting even more challenging

one more question: This poly limit, is it for all the levels added up? also does vehicles include the limit?


#26

interesting…

looks challenging indeed

-KDX-


#27

Oh, holy hell. You people are trying to drop my productivity even more than it already has with all my homework and stuff, not to mention the low-poly Metal Gear I’m working on texturing as I type this.

I am so getting in on this.


#28

i’m in on this
firstly though, do i NEED to make palleted textures or can i do it any way that fits under my 2mb limit?


#29

poly limit is just for the level. Other objects in the scene will not be judged, and therefore will not be added to the polycount. Though, if you want to make some vehicles’/characters with your level nobody will stop you.
:smiley:

We are being pretty lenient when it comes to the texture. Just make them all under 2mb’s.
:thumbsup:


#30

No problem what so ever!
If you have any more questions (than the ones hopefully answered below), you can post the questions here; PM me; or email the UGAC judges at unofficialgameartchallenge@gmail.com

2mb limit for the whole texturing of the level. Only the level.
It sounds rough, but remember, the textures do not need to be very detailed, as they will be outputted on an small handheld screen.

More on outputting the final renders will be in the submissions thread. Which will be up soon.
:thumbsup:


#31

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 :stuck_out_tongue:


#32

so true, beauty shots would be awsome :slight_smile: 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 :buttrock:


#33

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 :slight_smile:


#34

thanks Terminal24 :thumbsup:

useful stuff


#35

I’ve seen the PSP do 256x256… I’ll try higher give me a sec!


#36

yeah 256x256 is possible


#37

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.


#38

fun idea but not so cool for the ones that dont own one;)


#39

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…


#40

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.