I have a couple of questions regarding checkpoints and the usage of textures in many models in packs, on store and freebee's etc.
1) Is there a way to limit the y axis of a checkpoint so it does not activate when you are like 5-6 floors above or below it, as it makes it all but useless in say high rise buildings or in cellars etc. It is a real pain when you die on the 5th floor and get re-spawned on the 1st where the checkpoint marker is, because it registered you passing over it 5 floors above
2) Why are so many textures used in many models here not of the normal ^2 / ^4 resolutions (i.e. 128x128, 512x512, 512x256, 1024x256 etc) I have always been used to never using resolutions like 137x1025 etc, as it can cause bad effects on many gfx cards. Yet I see it all the time in model packs, store models and many free ones here.
Also why exactly do so many here believe that you must use a whopping great 1024x1024 (or even 2048 x 2048) texture for even the smallest of entities?? Even worse many use only a small part of it to actually hold a texture, with like a wood texture taking up one quarter in the top left corner and the rest empty, or the top half used and the bottom half empty, or the UV is spread out all over with massive gaps of unused space. A 512x1024 texture takes up around half the VRam a 1024x1024 takes and a 512x512 takes around a quarter.
Even crazier, in some packs the exact same texture is renamed per wall (or whatever) it is used for. So you end up with around 5+/- textures all identical wasting space (same goes for meshes, a with a separate identical floor/wall mesh etc for each fpe in the pack).
Maybe it's just me, but I find this a cruel waste of VRam, as the entire image file is loaded into VRam, no matter how much of it you use (in my understanding) It also add's to the games file size, which can be at a premium if distributing electronically.
I only use this for fun and have no interest in making commercial games ^_^