Is there anyway i can upload things into lifevis and test them for myself, also what sort of size are we talking with reguards to texture maps and models?
Please do read the readme and the entire thread.
I will however collect the relevant info later on and put it in the op.
Wow this looks liek fun, too bad I can't help with your moddleing needs. I currently am in Iraq and my moddleing comp is in the states with 3ds max... *sigh* I'll have to wait till I get back...
Wings 3D is fun, small and doesn't need much performance.
- render the tiles/"creature graphics" as scaled sprites for creatures, items, trees and boulders
- use terrain tiles as the actual textures for the 3D terrain models (which mostly have square surfaces anyway)
I've filed this away as something to do. Using pointsprites this should really be easily possible.
How close are people wanting to get to these models?
1000 pollys for something that is probabaly never going to be bigger than 100x100 pixels on screen seems a little bit like over kill.
Does lifevis support a change in the LOD?
Having something more icon based so you can see what it is from a distance then changing to a higher quality model when closer would reduce the strain immensely same would go for the textures.
Oh i will be using maya 2008 btw so units of .9 & -.4 don't really help as the units in Maya can be set to feet, inches, miles or anything else you can think off... As i have the ModelGen/Viewer tho a few test blocks will help me find the right size.
Keep in mind that polys means triangles, not rectangles or anything higher. LOD is not supported so far, something to do later on. Also, most modern graphics cards yawn at what lifevis is asking them to do. The main performance draw is the Perl processing. As for units, what kasker said.
Is there a list of assets that need to be created?
I just added a list of assets in DF to the OP. Gonna be making a wiki page for it later on.