For the maths geeks, the colours are calculated as follows If C0 > C1 then we have 4 colours in a 4x4 block C0 = Stored 565 C1 = Stored 565 C2 = 2/3 C0 + 1/3 C1 C3 = 1/3 C0 + 2/3 C1 When Zero alpha is needed in the 4x4 block then the following is used if C0 < C1 then we have 3 colours in a 4x4 block and 0 C0 = Stored 565…
Did this yesterday for a game i plan to make on the DS. I dont exactly what the DS can handle polycount wise per character, but i know that it can render 4000 polies per screen. This guy is 565 polygons without a hair mesh, but thats the only thing he's missing, and he will likely be the most detailed of the meshes for the…
I went thru the programmer email-list threads I've saved about DXT. I know it's a lot of reading, but there's some really good info, might help your doc. Also answers some of the questions that have been asked... "Most textures used in games seem to fall in roughly four categories: 1. Textures with a lot of relatively…
my personal opinion: -For the bow I would look at taking pictures from some more interesting angles, for example: http://www.arrowinapple.de/fotos/armbrust/xl/armbrust-twinbow_ii_sixpack_riser-1732.jpg http://www.ballestas.info/Visual/cache/Swiss%20Crossbow/SC-twinbow(2).jpg_w480.jpg For screenshots that aren't fp-view,…