No textures yet, planning on making some kind of run-down asian peddler shop, kind of like the other reoccuring traveling merchants ingame.
All extra splits are there for texture variation reasons.
The smaller pictures represent the maxium space these objects can take up on the ds screen.
About the limitations:
I take it that we can use a separate palette for each texture? Or should we do a single 65536 (15bit) palette for all our textures?
Are we limited in what we can use when is comes to vertex lightning? The DS seems to able to do it, but I have no experience of doing content for the DS so any hints about this are very welcome. I have read what I can find but 99% of all information is aimed squarely at programmers.
How do people do panning textures? Keep them on a separate sheet or is it possible to define panning and nonpanning in the uvs?
Come on Vassago, I can't be the only one posting content
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Very much a wip, not happy with anything in the texture.