> Is there no other way for participating to the challenge than create a OGA entry ? > Because I don't like the idea so much.
We all now that voting via favorites isn't perfect. Afaik BartK actually planned to implement a separate, art-challenges-only voting system in OGA 2.0, but it doesn't seem to exist yet. That's why we need to take what we've got until someone takes the time to implement it.
> Thanks for your help. > But can you please explain how i can install FLARE on my Win7 64Bit PC ?
Depends on where you've downloaded Flare from. If you've cloned the git repo, you'll need to compile Flare first; for a list of dependencies and for build instructions, please refere to the readme. If you've downloaded a binary package, I guess all you'll need to do is to unzip it somewhere on your machine.
> I have done some scripting for other games but no real programming... > Do i need a special program to run FLARE or edit it ?
Quote from the readme:
>To build flare you need the 1.2 Development Libraries for SDL, SDL_image, SDL_mixer, and SDL_ttf. >To run flare you need the equivalent 1.2 Runtime Libraries.
If you've downloaded a binary package, all the libraries should already be in place.
To edit Flare you'll need a text editor. Preferably not MS Notepad. Most files have a simple .ini like syntax; just take a look at the preinstalled mods to see how they work. You can even edit the maps with a text editor, although it's probably quite painful that way and you should better use Tiled.
Okay, first of all, I think you are mixing up sprites (2D), tiles (2D) and models (3D).
A character sprite is a single frame of a character's animation (in a 2D game). All the sprites together form a spritesheet.
A tile is a fixed-size static element from which the gameworld (in a 2D game) is built. You can think of tiles like many LEGOs which all have the same size but different surfaces. A bunch of tiles which work well together is called a tileset.
Sprites and tiles are usually (but not always!) delivered as raster images, e.g .gif or .png. Raster images are made of a certain amount of pixels (little colored dots). 16x16 means that the image has a width of 16 pixels and a height of 16 pixels. If such a size is given for a whole game, it usually refers to the tile size and not the size of character sprites. For example, the OGA 16x16 JRPG Sprites & Tiles collection has tiles of size 16x16, but sprites of size 16x18.
3D models, on the other hand, are (unless they are voxel based) made of a bunch of points (called vertices) which are connected via lines (called edges) and together form surfaces (called faces or polygons). Therefore they don't have a fixed pixel size but have to be rendered specific size. What we call a '3D game' is in fact a game where models are rendered to 2D at the very last moment (during runtime) and very often (once at each frame).
The important thing to know is that you can render a model to any pixel size you want!
What determines the performance of a 3D game are rather the poly count (how many polygons there are) and the applied shaders. The only part of a model which is measured in pixels are the textures. Of course, the size of the textures also matters for performance, but that's rather a memory problem than a CPU power problem.
So why am I writing all this? Because you refered to these three different things in your posts. In the heading (btw, please use shorter headings!) you seem to be asking a question about character sprites. In your first post, you refer to Morrowind, which is a 3D game and therefore doesn't have fixed-size characters. And in your second post, you included a link to a site which contains information to a bunch of tilesets.
So your question probably is what's the poly count of character models in Morrowind:
Can someone confirm that these textures are from cgtextures.com ? If yes, we'll need to take this down (or at least remove/replace the textures).
> Is there no other way for participating to the challenge than create a OGA entry ?
> Because I don't like the idea so much.
We all now that voting via favorites isn't perfect. Afaik BartK actually planned to implement a separate, art-challenges-only voting system in OGA 2.0, but it doesn't seem to exist yet. That's why we need to take what we've got until someone takes the time to implement it.
Nice job, Johann. However, since voting currently works via favorites, could you please create a separate OGA entry for your submission?
Haha nice, Scribe!
> Thanks for your help.
> But can you please explain how i can install FLARE on my Win7 64Bit PC ?
Depends on where you've downloaded Flare from. If you've cloned the git repo, you'll need to compile Flare first; for a list of dependencies and for build instructions, please refere to the readme. If you've downloaded a binary package, I guess all you'll need to do is to unzip it somewhere on your machine.
> I have done some scripting for other games but no real programming...
> Do i need a special program to run FLARE or edit it ?
Quote from the readme:
>To build flare you need the 1.2 Development Libraries for SDL, SDL_image, SDL_mixer, and SDL_ttf.
>To run flare you need the equivalent 1.2 Runtime Libraries.
If you've downloaded a binary package, all the libraries should already be in place.
To edit Flare you'll need a text editor. Preferably not MS Notepad. Most files have a simple .ini like syntax; just take a look at the preinstalled mods to see how they work. You can even edit the maps with a text editor, although it's probably quite painful that way and you should better use Tiled.
Is there any specific reason why you didn't upload the models here on OGA?
EDIT: The models look great btw.
To make this an Artic wolf and enter the contest you'd probably have to add a texture ;P .
Okay, first of all, I think you are mixing up sprites (2D), tiles (2D) and models (3D).
A character sprite is a single frame of a character's animation (in a 2D game). All the sprites together form a spritesheet.
A tile is a fixed-size static element from which the gameworld (in a 2D game) is built. You can think of tiles like many LEGOs which all have the same size but different surfaces. A bunch of tiles which work well together is called a tileset.
Sprites and tiles are usually (but not always!) delivered as raster images, e.g .gif or .png. Raster images are made of a certain amount of pixels (little colored dots). 16x16 means that the image has a width of 16 pixels and a height of 16 pixels. If such a size is given for a whole game, it usually refers to the tile size and not the size of character sprites. For example, the OGA 16x16 JRPG Sprites & Tiles collection has tiles of size 16x16, but sprites of size 16x18.
3D models, on the other hand, are (unless they are voxel based) made of a bunch of points (called vertices) which are connected via lines (called edges) and together form surfaces (called faces or polygons). Therefore they don't have a fixed pixel size but have to be rendered specific size. What we call a '3D game' is in fact a game where models are rendered to 2D at the very last moment (during runtime) and very often (once at each frame).
The important thing to know is that you can render a model to any pixel size you want!
What determines the performance of a 3D game are rather the poly count (how many polygons there are) and the applied shaders. The only part of a model which is measured in pixels are the textures. Of course, the size of the textures also matters for performance, but that's rather a memory problem than a CPU power problem.
So why am I writing all this? Because you refered to these three different things in your posts. In the heading (btw, please use shorter headings!) you seem to be asking a question about character sprites. In your first post, you refer to Morrowind, which is a 3D game and therefore doesn't have fixed-size characters. And in your second post, you included a link to a site which contains information to a bunch of tilesets.
So your question probably is what's the poly count of character models in Morrowind:
Click here to find the answer.
@Sharm: Yes, you can enter more than once.
Just add a comment to the thread nubux posted.
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