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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
