User talk:Geyser: Difference between revisions
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:Best wishes; I will miss your constant harassment on the wiki! In your absence, I promise I'll try to ask myself, What would geyser <del>bitch about</del> say?, before making an edit. --[[User:Iritscen|Iritscen]] 15:05, 24 March 2008 (CET) | :Best wishes; I will miss your constant harassment on the wiki! In your absence, I promise I'll try to ask myself, What would geyser <del>bitch about</del> say?, before making an edit. --[[User:Iritscen|Iritscen]] 15:05, 24 March 2008 (CET) | ||
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==3D Models== | |||
I'm making some progress with Griffin (after him come the other key models like Muro). I've radically increased the detail in his face and made it much more accurate (going by [[:Image:Chapter_5_.MISSION_COMPLETE.png|my reference]]), and there's only 50%-60% more vertices in his face so far (around 700, I think). Would you like to see some pics? I would welcome comments on what you like/don't like. | |||
I have a few concerns, though: | |||
# I can't test for a performance hit when the model is in-game because I can't import it. How are we progressing on the OBJ/Collada import front? Also, if that's not near to being finished, can I just import the head, since that's all that's different? | |||
# This new facial structure warrants a new facial TXMP, not just so we can increase the texture resolution, but because the old one simply won't fit anymore. I might be able to provide it myself, but my early attempt was not great. If we had an artist ready to paint onto my finished product, I could focus just on modeling and stop worrying about painting, which is not my specialty. | |||
# If there is a performance hit, can the high-res model can be an added character, an alternate Griffin for use only in cutscenes? He's not going to be that high-res anyway -- I'm only adding polygons when they're absolutely necessary -- but just in case, I'm wondering. | |||
# Why ''does'' Oni perform so choppily anyway? It doesn't make any sense to me. We're using PCs (Macs are PCs too, in this usage) that are way more advanced than the ones that Oni was developed for, yet scenarios with large numbers of characters still hose the computer. Are faster PCs running Oni more smoothly, or is there no improvement, due to something in the way the game is coded? | |||
Whenever you have the time to respond. Thanks. --[[User:Iritscen|Iritscen]] 16:19, 31 March 2008 (CEST) |
Revision as of 14:19, 31 March 2008
Clean slate here, marking my change of status. I'm still an admin, and I'll be making a few contributions (mostly Edition brainstorming and todo). But you no longer should feel like you need my permission to carry out more or less radical initiatives. You're all big boys (as in grown-up boys with jobs), so there's no reason why you couldn't weigh the pros and cons of an initiative on your own. You just need to think of it for a while, not as the designer but as an implementer and an end-user; you have to try and take some distance with respect to every kick-ass idea of yours if you want to see what it's "actually" worth (good old cartesian doubt, sorta); experimenting with a bunch of pages in your user space is always a good idea if you're not sure whether your idea is somehow evil (you always have to ask yourself that before you embrace something tempting, right?). And if "it's not EZ being OC", then, heck, try not to be OC for a change, chances are that it will be easier... --geyser 03:19, 24 March 2008 (CET)
As for me, well, I'll try to maintain a minimal presence here, but I have an awful lot to deal with IRL. Truth is, I'll be lucky as hell to make it at all; I hold out hope that my dedication to Oni has not yet brought me to a point of no return, but either way these are going to be a very tough few months. Take care. --geyser 03:19, 24 March 2008 (CET)
- Best wishes; I will miss your constant harassment on the wiki! In your absence, I promise I'll try to ask myself, What would geyser
bitch aboutsay?, before making an edit. --Iritscen 15:05, 24 March 2008 (CET)
3D Models
I'm making some progress with Griffin (after him come the other key models like Muro). I've radically increased the detail in his face and made it much more accurate (going by my reference), and there's only 50%-60% more vertices in his face so far (around 700, I think). Would you like to see some pics? I would welcome comments on what you like/don't like.
I have a few concerns, though:
- I can't test for a performance hit when the model is in-game because I can't import it. How are we progressing on the OBJ/Collada import front? Also, if that's not near to being finished, can I just import the head, since that's all that's different?
- This new facial structure warrants a new facial TXMP, not just so we can increase the texture resolution, but because the old one simply won't fit anymore. I might be able to provide it myself, but my early attempt was not great. If we had an artist ready to paint onto my finished product, I could focus just on modeling and stop worrying about painting, which is not my specialty.
- If there is a performance hit, can the high-res model can be an added character, an alternate Griffin for use only in cutscenes? He's not going to be that high-res anyway -- I'm only adding polygons when they're absolutely necessary -- but just in case, I'm wondering.
- Why does Oni perform so choppily anyway? It doesn't make any sense to me. We're using PCs (Macs are PCs too, in this usage) that are way more advanced than the ones that Oni was developed for, yet scenarios with large numbers of characters still hose the computer. Are faster PCs running Oni more smoothly, or is there no improvement, due to something in the way the game is coded?
Whenever you have the time to respond. Thanks. --Iritscen 16:19, 31 March 2008 (CEST)