Erik Hofman writes:
> Curtis L. Olson wrote:
> 
> > These seem like they'd be more appropriate for a medieval fantasy roll
> > playing game ... single one room shops ... "health and potions" as
> > well as "weapons and armor" ?????????  I'm not sure these fit well
> > with a contemporary flight sim that has realism and believability as
> > one of it's top goals ???????
> 
> That's what I was talking about, they need new textures as well as some 
> exterior corrections. Somewthin I'm not very good at.

For scenery objects that are replicated maybe 100's of times, we
really want something as ultra simple as possible ... i.e. maybe 5-10
polygons.  In this case, the 3d modeling portion is trivial and
texture creation is what is important.  In the case of these shops, we
are probably better off chucking them and just going with 7 polygon
approximation and creating our own textures.  They don't really buy us
anything but an overly complex polygon model if we are going to
replace the textures anyway.

> BTW. how about this one:
> http://www.turbosquid.com/HTMLClient/FullPreview/FullPreview.cfm/ID/195557/Action/FullPreview

Well, other than it has 142,000 polygons, it looks quite nice. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
Twin Cities    curt 'at' me.umn.edu             curt 'at' flightgear.org
Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org

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