Thread: Planet textures
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Career Officer
Join Date: Jun 2012
Posts: 1,502
# 10
01-19-2013, 04:05 AM
Quote:
Originally Posted by tacofangs View Post
Reuse of existing planet materials is usually due to schedule and time limitations. We could spend a bunch of time painting brand new textures for a planet you only see briefly, or we could spend that time....
just a thought: less maps more stuff to do there.

if you make 2000 space maps where you fly in a circle to scan 5 clickies and warp out, that is quantity over quality and things like planet textures get re-used frequently, because it doesn't really matter anyway.

Instead Planets that you re-visit a lot, like say New Romulus or Defera in multiple Questlines for multiple reasons, results in quality over quantity.


and what would i give to have tech like this in STO http://www.youtube.com/watch?v=j5gb2XfjW0U
imagine doing that with a Runabout... or X-Wing... or Viper...

http://www.youtube.com/watch?v=rL8zDgTlXso

add a persistent universe, and Foundry style tools to populate this stuff with content + some canon via a Planetary Wiki (so we don't end up having 500 different species living on the same Planet).

*dream* maybe in Star Trek Online 2?




But really... wouldn't it be possible to just put 4, 9 or 16 2048x2048 textures on one "sphere" to increase resolution? (not that i think it would be necessary, but if your engine can not handle bigger textures, then just split up the picture into more texture files and puzzle them together while placing them?....)

*still wants to know why the texture slider in video options goes to 200% if it is not used*

Last edited by zerobang; 01-19-2013 at 04:33 AM.