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SPECIFICATIONS (ACTORS, TEXTURES, LEVEL DESIGN)
ActorsIt is
reasonable to say that actors (player, Bots, etc...) should remain around
800 polygons. Complex actors (e.g.: a dragon) could be pushed up to 2000
polygons, but this poly-count is pretty high and should be used with extreme
caution. If you plan to have a lot of actors in a scene, try to stay in
the range of 500. Remember that a good skin can balance the low numbers
of polygons and that most of the small details won't even be noticed while
the game is running. A polygon reducer for 3D Studio Max is available for
free on the Internet. It's called PolyChop.
Textures
With
Genesis3D v1.1, textures must have a size of a power of 2 up to 256x256
(32x32, 64x64, 128x128 and 256x256). Try to use the smaller size as much
as you can. For large mural textures (e.g.: hieroglyph in a pyramid), don't
hesitate to break the texture in several smaller textures that you will
apply on several "Sheet" brushes. Also, textures must be 8bit color (256
colors). The engine will consider the last color (255th color; the palette
is indexed from 0 to 255) as the transparent color. If you do not wish
to have any transparent pixels in your texture, make sure that the 255th
color of your palette is not used. Some good sotware to create textures
are Adobe PhotoShop, PaintShop Pro or CorelDraw. Do not use the Paint program
that comes with Windows. The colors of your palette will be messed up.
Level Design (maps)
Usually,
a Genesis3D map is limited to 4096 texels in all directions. You could
run into problems if you go over this limit. If you need to create a large
world, lower the scale of your level (see "Scale down the world and its
parameters"). Genesis3D v1.1 is using a BSP tree to build its levels (Quake
style). This method is typically used for indoor levels. Some improvements
were made like GenScape for terrain generation or the use of GenSurf and
TerrGen that generates terrain for Genesis3D (see the Links page and the
Download page for more information on these packages).