Re: [PGE] davidd, art
Status: Alpha
Brought to you by:
ironholtz
From: Eliot L. <la...@ma...> - 2010-03-25 05:09:33
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Ok I won't bother then. On Wed, Mar 24, 2010 at 9:57 PM, Katlan Merrill <mer...@ma...>wrote: > i think that's wut i found... thus my request to davidd > > > > diffuse, bump/normal, reflection (when necessary). any others will be a > special case. liiike displacement... > > > > *From:* Chris Boyd [mailto:bo...@ma...] > *Sent:* Wednesday, March 24, 2010 9:49 PM > *To:* PantherGameEngine-class > *Subject:* Re: [PGE] davidd, art > > > > Or find the pipeline you like and make the artists learn what they have to > do in order to use that pipeline. > > On Wed, Mar 24, 2010 at 9:39 PM, Eliot Lash <la...@ma...> > wrote: > > An open-source game I worked on before, Vega Strike<http://vegastrike.sourceforge.net/>, > has a bunch of static ship models that have diffuse and reflection > (specular) maps. Some of the newer ones also have normal maps. If you want I > can grab one with a normal map, convert it to .x format, and put it in > greenpanther svn. > > All their art is (oddly enough) under the Gnu General Public License > (unless they moved to creative commons as I was trying to get them to do) > but in any case it should be fine as a test asset. > > > > I guess the only disadvantage there is that we need to test our shaders > with content that our artists know how to make. > > On Wed, Mar 24, 2010 at 7:09 PM, Katlan Merrill <mer...@ma...> > wrote: > > hey david d, > > > > so for me to work on the final shaders, im gunna need art from you in a > certain way: > > > > 1, model - can be higher res (more polys) then old ones - no embedded media > - .x format - uvmapped! > > 2, textures > > a, diffuse > > b, bump > > c, reflection (if applicable) > > 3, source files in case i need to make changes here n there > > > > and that's for all buildings. and terrain actually. im thinkin buildings > won't have reflection maps, but aliens might?? so i can do that. but yeah. > > > > sound good?! also, we should work on buildings soon. and a map. if u want i > can make the map, cus ill want htat first probably... > > > > -K > > > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > PantherEngine-class mailing list > Pan...@li... > https://lists.sourceforge.net/lists/listinfo/pantherengine-class > > > > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > PantherEngine-class mailing list > Pan...@li... > https://lists.sourceforge.net/lists/listinfo/pantherengine-class > > > > No virus found in this incoming message. > Checked by AVG - www.avg.com > Version: 9.0.791 / Virus Database: 271.1.1/2768 - Release Date: 03/24/10 > 12:33:00 > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > PantherEngine-class mailing list > Pan...@li... > https://lists.sourceforge.net/lists/listinfo/pantherengine-class > > |