Open antongit opened 4 years ago
I would also need some tileable texture with at least a normal map
sounds good, let's drop some here, I'll add them to the assets before the release. @antongit do you have nice cube maps? maybe one that is nicer than the stride default.
maybe one of the textures from here: https://opengameart.org/content/tilling-textures-pack-33 ? they are quite cute and on public domain, I can bake normal, ao and height textures for the ones we choose\
edit: they even have normal maps already
also for reference: https://gist.github.com/mauricesvay/1330cc530f6ab2ef33eb6a5ea56ef5bd
https://hdrihaven.com/hdris/ I would go with a studio one. I think this looks great for abstract graphics, which most people might patch in the beginning.
https://freepbr.com/ is great, but doesn't allow you to ship it yourself. Actuall this looks great: https://www.sharetextures.com/
[x] I'll add this one and convert it to dds. https://hdrihaven.com/hdri/?c=studio&h=studio_small_02
BC1: RGB 4pp no alpha
, this results in 5.5 Mb[x] I've tested a lot this ball, and used its textures for various things, nice scratches. I'll this one. https://cc0textures.com/view?id=PaintedMetal004 I took the 2k PNG and compressed carefully into JPEG, landed at total of 9.6 Mb for 6 textures. Agree?
[x] NASA Blue Marble textures for Day/Night etc. I have them already. 1.6 Mb for 3 textures https://visibleearth.nasa.gov/ Agree?
[x] For the textures I'll add a Credits file with the links to the websites. Textures are CC0, but it's good to mention the sources.
@tebjan This folder should be removed, right? ..packages\VL.Stride.Runtime\src\Resources\Textures\Matcaps
@michael-burk
BC1: RGB 4pp no alpha
- is it a good format?
Yes, the Studio is what I'm using for my tests.
https://www.sharetextures.com/ - looks good, thank you!
@mariaheine for some seamless grass, wood, stones please check this. All the maps are in place: https://cc0textures.com/list?sort=Popular
Can't say much about the format. Seems fine. But especially normalmap and heightmap should be 16bit. Quixel seems to use even 24bit. When i create materials procedurally I usually even go for 32bit, to have smooth transitions in normal maps etc.
@antongit in general, you can add the full quality assets into our resources folder since they get compiled into stride runtime assets. this way they are always available. and the original image files will not be shipped.
however, I think the material textures are nicer in the help patches folder and referenced as files, so for them, it's fine to ship them as image files. but in the help folder, in this case.
the blue marble ones make sense as static assets that are always available, I will compile them into the package.
I would argue, that all the assets used in the Helppatches should be placed in the help/assets
folder and referenced as files.
In the Helppatch it's always cool to try another (your own) file and check the result.
Using AssetTexture
node feels wrong, even if the node will get a dynamic enum one day. Because you don't see what you are choosing anyway. Much better is just to rightclick in the iobox of the FileTexture
and navigate to any image on your machine, seeing all the previews. So, if the texture is defined via the AssetTexture
and I want to try my own texture instead, I have to replace the node first and only then I'm able to choose my texture.
@tebjan said, that all the default assets coming with the VL.Stride are available on any project done using the VL.Stride. Right? That means, when I'm exporting my own App I'll have all those default assets in my export although I don't need them, have never asked for them and they take my megabytes? Or will they be automatically excluded if they are not in use?
Yes, there should be the Helppatches covering the process of importing all the textures needed for the Project into the Game Studio
and then using them in vvvv via AssetTexture
. I understand the problem of Assets Management, packing and so on.
But if all I need in my project is just one texture, I have just these two ways at the moment. Right?
Application Path
. This manually copying can be very very tedious, because in the process, the app can be exported and tested 100s of times.Both of these approaches feel not really right, isn't it? What if just creating a folder close to my main VL Document named like "Assets" and this folder will be automatically exported or just copied with the App? Or any other solution where VVVV takes care about my assets, and not totally external product like the Game Studio is doing that.
In the Helppatch it's always cool to try another (your own) file and check the result.
yes, I think special textures that don't serve a "general purpose" should be linked as files from the help/assets
folder.
the only drawback is when parts of a patch get copied to a user document, all file references are broken.
so the question is do we want the earth textures to be default textures like "halo dot" and "wimp" or are they more "specific". and i think the studio cube map would be well suited to be a "general purpose" texture that we ship with VL.Stride (could even be the default skybox -> discuss).
That means, when I'm exporting my own App I'll have all those default assets in my export although I don't need them, have never asked for them and they take my megabytes? Or will they be automatically excluded if they are not in use?
this can be controlled by the asset and asset compiler, we can do it as we want. at the moment the game assets from VL.Stride are included in the build, but I think that's only 6MB, at the moment.
Stride does it in a way that the content files are in an extra package, so it is easy to "exclude" them by just removing the reference to that package with the assets.
But if all I need in my project is just one texture, I have just these two ways at the moment. Right?
- Creating and loading a GameStudio project with my single texture imported into it.
- Exporting my app, then manually copying my texture into a folder accessible in Patch via
Application Path
. This manually copying can be very very tedious, because in the process, the app can be exported and tested 100s of times.Both of these approaches feel not really right, isn't it?
that is correct, both are a bit tedious for only one texture.
What if just creating a folder close to my main VL Document named like "Assets" and this folder will be automatically exported or just copied with the App? Or any other solution where VVVV takes care about my assets, and not totally external product like the Game Studio is doing that.
the stride way to do it would be to make folder "Resources" next to the document, but then for each file, the user has to decide what kind of asset it should become (there are many settings per asset type). so this workflow also needs more discussion... but when the user has decided, it can be exported with the app and will always be found.
get some basics from here: https://polygone.art
Halo dot! Also with alpha... Which cubemaps? Nice material maps? Standard real world images