OrbWeaver on 27/10/2005 at 11:13
Quote Posted by Ziemanskye
And would it be worth doing a sort of database on the website (a bit like the DXHD-TP), so people could email you about specific things, and they could be sort of "checked out" when people are working on them?
That's what I was thinking - a database where community members could volunteer for specific models, and then submit their results back for approval by the art team. Then if somebody's work was of a consistently high standard they could be taken on as a full team member.
It would be a more efficient way of harvesting talent than asking people to make applications with no idea how their own skills compared to those required by the mod.
Crispy on 27/10/2005 at 12:11
Yeah, absolutely, that'd be great.
Unless TDM already has easy access to a system like that, though, I'd suggest that it gets set up as a wiki. There's plenty of good, free, easy-to-set-up wiki software around, and it's much easier to create and maintain than having to create or find software that's specific for the task.
This kind of thing doesn't need a fully-fledged searchable database or anything; a list would work just fine, and wikis would be great for that. Anyone can even easily create separate pages for each separate object if they feel it's necessary.
That's the great thing about a wiki - it's extremely general-purpose, yet also powerful and more or less self-maintaining.
[/wiki plug]
Oh, and Ziemanskye basically said what I was trying to say, in less space. :thumb:
New Horizon on 27/10/2005 at 13:54
We're actually in the midst of setting up a database to track our assetts. I'll check and see where we are on that and if we'll be able to make sections of it available to the community for this purpose.
Shadowspawn on 27/10/2005 at 15:19
I can UV map and apply textures pretty quickly. I wouldn't mind doing a few for you guys. I just suck at creating textures.
Ziemanskye on 27/10/2005 at 16:22
More questions - I don't (currently) own Doom 3/Quake 4, so I don't have the engine.
Would that be a problem?
And if not, what kind of scale does the game/mod use?
(I tend to go roughly by Door Width/Height, and Character Height/width (or radius)
New Horizon on 28/11/2005 at 02:08
Main Topic Updated
Crispy on 28/11/2005 at 03:02
Cool, that's nice of you guys. I have some more free time these days so I guess I'll pitch in!
New Horizon on 28/11/2005 at 03:41
I should also include our texture guidelines for objects.
Format: TGA with RLE 24 bit Lossless Compression.
Large objects- Beds, barrels, chairs, bookshelves-
Diffuse: [ Min/Max: 512 x 512] Normal: [ Min/Max: 256x256]
Specular: [ Min/Max: 128 x 128]
Small objects- Keys, books, goblets, utensils-
Diffuse: [ Min/Max: 256 x 256] Normal: [ Min/Max: 128 x 128]
Specular: [ Min/Max: 128x128]
Renzatic on 28/11/2005 at 05:13
Just as an added suggestion here...
Even though your final product will have to follow NH's specifications for size and performance reasons, save the high res originals for later use. There'll come a time when everyone can use them without any peformance hit, so you might as well keep em handy for when that day comes.