The game could generate downsampled low-res textures on the fly, either as an option if no high quality, low-res textures are provided, or just generally with no need for user-supplied low-res textures...No thanks, would mean needing to create 2 skins, one detailed, and one not. Customizability should be as easy as it is now.
My biggest issue is high res textures. Very few people skin at the moment, simply because dave is a fairly high quality model and so skinning is a fairly daunting task. The last thing we want to do is further raise the barrier to skinning.The game could generate downsampled low-res textures on the fly, either as an option if no high quality, low-res textures are provided, or just generally with no need for user-supplied low-res textures...
I wouldn't say the current skin textures are too difficult to create; as with everything, it takes a bit of practice, but I don't think it's that different from say, Minecraft skins. I have done a few in both games, you quickly get the hang of it; and I wouldn't call myself an artist by any means.My biggest issue is high res textures. Very few people skin at the moment, simply because dave is a fairly high quality model and so skinning is a fairly daunting task. The last thing we want to do is further raise the barrier to skinning.
No real disagreement here, I was simply addressing your concerns. Although if Dave, and in extension NPCs, get LoD'd (), it will require lower resolution textures, no matter if they are downsampled from 1024 or 256.Plus, lets face it, Starmade is a low detail game. Even the LOD blocks are very simplistic. A high detail dave would just look out of place.
NPCs are "Daves", too. We may get to see quite a few more of those in the near future. Whether or not lots of them impact performance, and if level-of-detail models are actually needed remains to be seen, and is ultimatively Schine's call anyway. My guess would be the AI calculations are heavier on performance than the graphics.The main reason why non-voxel objects like consoles and pipes are LoD-objects are that when used in masses they don't affect the perfomance as heavily as they would without the loss of detail.
Daves don't appear in such masses so they would dramatically influence perfomace (I've never seen more than a couple players in one place). So it wouldn't make huge sense to make Dave a LoD-object IMO
When I saw it I knew exactly what you were talking about though.It's somewhat hilarious how my half assed comment sparked a discussion :D
This is called brainstorming, keep up the good work mate, nice "half assed" suggestionWhen I saw it I knew exactly what you were talking about though.
Is it too soon to ask "what's next?" ?So hopefully that makes up for the absence I've had, if anyone has any questions or feedback let me know!
Nope, it's a good question to be honest. I don't think I can say a lot yet about what I'll be working on as it regards features which haven't been discussed with the community a lot. However Kupu and I are in our early (very early) phase of planning out what exactly we want the new model to look like, and then how that might tie into future game features. So as I wrap up the models that will replace sprites I'll be working on that.Is it too soon to ask "what's next?" ?
Depending on the difficulty of doing it. I'd like to see both really. You'd have to get schema onboard but it shouldn't be too hard to have the placement in the orientation bits. So rotations 1-12 are at the sides like slabs and 13-18 are in the middle in two orientations.Nope, it's a good question to be honest. I don't think I can say a lot yet about what I'll be working on as it regards features which haven't been discussed with the community a lot. However Kupu and I are in our early (very early) phase of planning out what exactly we want the new model to look like, and then how that might tie into future game features. So as I wrap up the models that will replace sprites I'll be working on that.
Something that I would like to see some feedback on about the "handrails" is their position. Would people prefer them centered in the block? Or off to one side like the light bar is? The "handrail" is the same thickness as the light bar, so that should provide some context how it would occupy a cubic meter.
Well if it is supposed to work as sort of 'handrail' then it would be better for it not to be at the center. But if is like a prison window kind of block then looks very good being at center. Very good indeed.Nope, it's a good question to be honest. I don't think I can say a lot yet about what I'll be working on as it regards features which haven't been discussed with the community a lot. However Kupu and I are in our early (very early) phase of planning out what exactly we want the new model to look like, and then how that might tie into future game features. So as I wrap up the models that will replace sprites I'll be working on that.
Something that I would like to see some feedback on about the "handrails" is their position. Would people prefer them centered in the block? Or off to one side like the light bar is? The "handrail" is the same thickness as the light bar, so that should provide some context how it would occupy a cubic meter.
Having both would be good. Would allow for use as handrails and as prison bars.Depending on the difficulty of doing it. I'd like to see both really. You'd have to get schema onboard but it shouldn't be too hard to have the placement in the orientation bits. So rotations 1-12 are at the sides like slabs and 13-18 are in the middle in two orientations.
Welcome to the challenge of creating assets for multiple uses. :P haha The majority of assets I create I want to be usable in a variety of situations. The pipe for instance acts like a pipe, or a plinth, or a pillar, or any number of other things. The console can also be used in multiple ways. My job is not just to make single-use items for players, but to give players parts that they can creatively figure out how to turn into a handful of things. Often-times even beyond what I originally expected it to be used for (like the console).Well if it is supposed to work as sort of 'handrail' then it would be better for it not to be at the center. But if is like a prison window kind of block then looks very good being at center. Very good indeed.
Haha I see as I was writing this someone else also thought about it as prison bars. :D