Posted: Tue Mar 29, 2005 12:31 am
Speaking from experience, you don't always need super high-res texture maps. You must consider how the player is going to view the model. Realistically, Descent ships are tiny unless you get really close to them. It's hard to see much in the way of texture detail in the middle of combat. This is probably why even in comparison to the robots, the Pyro is utilitarian in appearance. You have to consider that in some extreme scenario, you could have sixteen of these on the screen at once in the same room. That's asking for a lot, considering the game's release date.
"As for you bringing up the term game. A GAME and a MOD are two different things. Might try looking it up sometime."
This is not entirely true. A mod fulfills a different role, not a different thing outright. If you think of the game industry like Hollywood, mods are the independent films. The key to any film, high budget or not, is to present a compelling experience that successfully invokes the proper mood in the audience. Any famous mod, like Red Orchestra, Counter-Strike, and so forth presents what could be a game in-and-of itself.
A mod, then, is one step above the individual disciplines of level design, character modeling, animation, and so forth. Instead, it unites those disciplines as a whole to create something new. Which, on the whole, is not too distant from what a game company does - except for there's obviously a lot more programming, testing, and marketing issues involved.
"As for you bringing up the term game. A GAME and a MOD are two different things. Might try looking it up sometime."
This is not entirely true. A mod fulfills a different role, not a different thing outright. If you think of the game industry like Hollywood, mods are the independent films. The key to any film, high budget or not, is to present a compelling experience that successfully invokes the proper mood in the audience. Any famous mod, like Red Orchestra, Counter-Strike, and so forth presents what could be a game in-and-of itself.
A mod, then, is one step above the individual disciplines of level design, character modeling, animation, and so forth. Instead, it unites those disciplines as a whole to create something new. Which, on the whole, is not too distant from what a game company does - except for there's obviously a lot more programming, testing, and marketing issues involved.