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"Fantasy Tower" by Daniel74

Posted: 08 Sep 2016, 13:28
by weedfreak
I have started converting some of Daniels models to OSG format, the external Tower is done as osgt, it can be converted to osgb easily. I am not sure how to share with the es stuff. I am working on the interior cell and will include the door as a separate mesh to create an activator to get into the tower.

Re: "Fantasy Tower" by Daniel74

Posted: 08 Sep 2016, 13:50
by DestinedToDie

Re: "Fantasy Tower" by Daniel74

Posted: 09 Sep 2016, 08:47
by weedfreak
I do not see anywhere on the page you linked to to upload the model.

Re: "Fantasy Tower" by Daniel74

Posted: 09 Sep 2016, 09:27
by DestinedToDie
When you go to a task and edit it, you will get these options, and can upload your files using browse.

https://bugs.openmw.org/issues/3511

http://imgur.com/5IzXYtq

Re: "Fantasy Tower" by Daniel74

Posted: 09 Sep 2016, 10:40
by weedfreak
Ok first model uploaded, my screen is different as I get Choose File instead of Browse, but it seems to work.

Re: "Fantasy Tower" by Daniel74

Posted: 10 Sep 2016, 12:35
by DestinedToDie
Can you please include the .blend file in the zip? This makes it easier to correct any mistakes in case there's a problem with textures/model size/etc.

Upon inspecting it seems that the textures included are in .jpg or .png format. They need to be in .dds or .tga.

Also could you include the blendswap link to the fantasy tower? Right now I tried to search for it, but it didn't show up on page 1 or page 2, so it's becoming a bit of a needle in the haystack type of search.

Edit: Turns out the license.txt contained a link.

Re: "Fantasy Tower" by Daniel74

Posted: 11 Sep 2016, 09:12
by weedfreak
As the link was in the docs I did not include it or the blend file, living in a third world country (DDR) I am bandwidth challenged and saving even 2Mb is important.

Why do textures need to be dds or tga?

Re: "Fantasy Tower" by Daniel74

Posted: 11 Sep 2016, 13:20
by DestinedToDie
I personally prefer .dds, but I recall someone here also allowing for .tga? I suppose .tga could be useful if we want to run Example Suite on android to bypass the decompression method patent for .dds format.

"One thing to understand about how game engines load images is that before they are loaded into memory they must first be converted to a format that can be quickly accessed by the GPU. This involves creating mip-maps (scaled down versions of the image) and either compressing the image so it takes up less video memory or leaving it uncompressed (which would use 8 times more memory than the average texture in most video games). DDS however can skip this step because it is actually a container for the same exact formats that the GPU needs."

In other words, using .png in a game is a waste of your system resources.

Re: "Fantasy Tower" by Daniel74

Posted: 11 Sep 2016, 16:30
by psi29a
We support KTX, via OSG, as well. I've tested and it works. It will replace DDS.

https://www.khronos.org/opengles/sdk/to ... rmat_spec/