by Urre » Tue May 15, 2007 9:39 am
I'm all for anything that works! I like the idea of making it a skin, and adding shoulder pads as a separate entity following ithael around (just like the helmet, weapon and shield). Other than that you could make a separate model using the armor instead, and when you equip the armor the model gets entirely replaced. On the other hand I wouldn't recommend that if you want to save resources to some extent, but seeing as your skins seem to be so insanely large anyway I don't think it'd matter and/or be a point of interest. I'd personally be interested in seeing better use of skinmap area and smaller skins.
Why's that? Well, it works like this (someone correct me if I'm way off here): Quakes palette allows only 256 colors, meaning small files (hooray), but once an OpenGL driven engine (like prydon's official multiplayer client DarkPlaces) loads the file, it needs to convert it to full 24 bit color in memory, meaning that you can get an absolutely ridiculous memory usage if you have large skins on your models. It's just like having the same skin, but as an 24 bit TGA. Try converting one of your skins to that, and see how big it is (uncompressed TGA). Now consider the fact that you have like, what, 8 skins on Ithael alone, along with very many weapons. That could bring any computer down and crying. And now we're not even considering the map models, monsters, npc's and map textures.
Am I wrong?
Then, beyond that, OpenGL engines convert images to powers of two, meaning a skin that's for example 200x800 would be converted to 256x1024 (I think) ingame, making an even larger skin you originally designed (and the stretching can sometimes create minor artefacts in the end result), so it's all lost if you don't use powers of two. I'd personally suggest dropping the dosquake support and using skins the size of 256x256, 256x512 and 512x512 and certainly smaller too if it's a small object (like most of the weapons), but most preferrably not larger skins than that.
I was once a Quake modder