Quote: "Actually Kenjar, it's smart to conserve texture memory where you can. I often use 256x256 textures because they look just fine in game and take up only 1/4 of the memory. As your game models add up you might run out of texture memory, then your game will have problems. Especially when that memory is being taken up for no good reason. There is a point that increased resolution stops increasing the quality of the in-game rendering.
I downloaded the project and looked at your textures. They can DEFINITELY be reduced in size. It will increase performance."
If I was producing a game with it, I'd be smart enough to add options allowing users to select low/ medium/ high texture settings, thus providing support for both top of the range cards, and low grade cards. As I am not actively producing a game I provide maxium size textures as it is always, ALWAYS, better to reduce then to expand. Two seconds in any graphics editing program will do it. Also, any ATI or nVidia card automatically reduces a texture if it is too large for the hardware to display. If I just provided 256x256 textures, then the user is limited to just that, by providing 1024x1024 as standard, the user can adjust them as required. It's really not that hard to grasp.
Quote: "another point to make regarding file sizes.
you will eliminate users of video cards who's system cant handle anything larger then 256 due to the cards ability.
"
As I just said, the majorty of graphics cards will reduce the texture down to a viewable state. Heck I produced that model on a 600Mhz laptop with an 8Meg Savage MX graphics card. But as I also said, any trained monkey with half a brain can reduce a texture. Expanding a 256x256 to 1024x1024 is just a bloody stupid thing to do though.
Quote: "Are you sure you want to post anything again. you take it all a bit too seriously for something thats clearly home grown in output.
if you cant handle the crit, dont post i guess.
you speak of realism but you have not achieved that yet.
keep up the good work tho, if you bypass your ego and get down to it, things will improve."
I can handle critisiam just fine, you don't see me stopping just because a few people tell me they don't like my work. The radio active seagull comment, was actually intelligent and mildly witty. I respect that. Complaining that the textures are too big just reeks of stupidity to my mind. As I keep saying, and I want to hammer this home, because if Cash didn't think of it, and everyone knows he is a well respected programmer in the community, there is something seriousally wrong. If it's too big, REDUCE IT! It won't make any difference to the UVW mapping if you shirk it down.
As for realisam, I stated that in reguard to space ship design. Here I am creating low polygon buildings for Open MMO, so a large, if no massive, city can be produced. In this case it's polyons that matter more than the size of textures which can be adjusted by any trained monkey.
As for my own ego, I never at any point asked for ANYONE to critizise or comment on my work, you merely took it upon yourself to do so. I offer it up free of charge for anyone to use. This includes commerical projects if they ask for permission first. I don't want to make a career of it, I don't want to get paid for it, neither did I submit it to a compition thread for judgement. I do it as a mild distraction because I find it relaxing, no other reason. If you don't like it, don't download it. If no one likes it, I really don't care. If someone however want's to use it, they are more than welcome to do so. I certainly didn't submit it so people can complain about the texture size.
10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.