[Kde-games-devel] Kolf Art?

Casper van Donderen casper.vandonderen at gmail.com
Thu Sep 3 07:00:51 CEST 2009


Thanks for starting to work on this!

Please keep in mind that the texture for the 3d view is 256x256 now. We might go up to 512x512 but a lot bigger won't really work on netbooks... 

Casper 
------Original Message------
From: Arturo Silva
To: KDE games development
ReplyTo: KDE games development
Subject: Re: [Kde-games-devel] Kolf Art?
Sent: Sep 3, 2009 06:55

Too tired to go too in-depth.  But I did test out the program further
(based on the texture editing instructions provided a few weeks
earlier) utilizing the following sample pixmaps (exported from SVG
files):

http://pigux.com/kde4/default-grass.jpg
http://pigux.com/kde4/default-rock.jpg
http://pigux.com/kde4/default-sand.jpg
http://pigux.com/kde4/default-water.jpg

[yes even the send one to test the "add texture" feature]

My test didn't involve creating a new heightmap yet (I'm interested in
that), but at least with jagged terrain like this I can definitely see
that whimsical abstract textures won't lend themselves well to this
format. Perhaps to flatter heightmaps, but that I'm afraid caps the
creativity of anyone wanting to creating a custom course.

So it seems we may ahve to go with photorealistic style after all,
although this would mean the use of raster images (PNG files) instead
of vector.  On the other hand, I likely will want to continue
experimenting with other repetitive styles since I'd prefer we stay
within the SVG format (else the appearance deviates too far from other
KDE games).
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