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100

Lost Garden has lots of free graphics that you can use in your games. For RPG Games you have a cool 32x32 tileset and lots of free to use sprites, objects, icons, etc..


71

http://www.opengameart.org has lots of art available under many licenses


51

You can find 2D art, including textures and others at a number of sites: http://opengameart.org http://www.cgtextures.com/ http://www.lemog.fr/lemog_textures/index.php http://www.spiralgraphics.biz/packs/ http://developer.nvidia.com/object/IO_TTVol_01.html (Free textures from NVidia) Google is your friend, but always read the license agreements ...


46

This looks like the bottom layer of a volume texture that many games these days use to perform color correction. The idea is that the final RGB screen color, after rendering and tonemapping, is used as a texture coordinate to index into this texture, and the color found in the texture replaces the original color. This allows artists to arbitrarily modify ...


45

Sprites http://tsgk.captainn.net http://www.hellsoft.net http://www.videogamesprites.net/ http://www.bogleech.com/games.html http://www.retrogamezone.co.uk/ http://www.spriters-resource.com http://www.panelmonkey.org [dead] http://cdiv.sourceforge.net/html/links/linkssprites.htm [dead] http://www.gamingw.net [dead] ...


37

Why are the resolution of textures in games always a power of two (128x128, 256x256, 512x512, 1024x1024, etc.)? As Byte56 implied, the "power of two" size restrictions are (were) that each dimension must be, independently, a power of two, not that textures must be square and have dimensions which are a power of two. However, on modern cards and which ...


33

Google Images is your friend No - be very careful that you use the "Usage rights" dropdown in the search tools, and even then take your time to read the actual license in the source page. If you use a texture, you should be sure that you have the rights to use it, or you open yourself up to lawsuits. Most of the images you'll find via a google image ...


33

I spent a few months at one job coming up with a better texture packing algorithm. The algorithm we started with was simple. Collect all the input items. Sort them by total pixels consumed, large-to-small. Lay them out in your texture in scanline order, just testing stuff from the topleft pixel to the topright pixel, moving down a line, and repeating, ...


27

I wouldn't worry about wasting VRAM for a few character textures. To me using your option 2. (with different textures or different UV offsets if that fits) is the way to go: more flexible, data-driven, less impact on the code, less bugs, less worries. This put aside, if you start to accumulate tons of characters with tons of sprite animations in memory, ...


25

Interior mapping is a pretty awesome effect. It takes a boring flat quad and makes it look like a building with interiors, all entirely within the pixel shader. It's semi-procedural in that some of the assets are hand-crafted, but the shader places them procedurally.


24

3D texture works like regular texture. But it is truly 3D. 2D textures has UV coords, 3D has UVW (you had to use them propably). Texture coords are unit cube (0 - 1, 0 - 1, 0 - 1). Possible usage: volumetric effects in games (fire, smoke, light rays, realistic fog) caching light for realtime global illumination (CryEngine for example) scientific (MRI, CT ...


24

Sounds like the scaling algorithm you're using isn't interpolating pixels. Pictures are best explained with pictures: It's the Major, first in full, then scaled down with Lanczos (left) and nearest-pixel (a.k.a. no interpolation) (right) to two sizes. The same comparison, in 3x magnified: Make sure the scaling you're using is resampling sensibly. For ...


22

I stumbled across this tutorial a while back, which looks to be a good resource: http://www.gamedev.net/page/resources/_/creative/visual-arts/make-a-particle-explosion-effect-r2701


21

I think part of it may just be that Blizzard has an amazing number of texture artists. But let's rephrase the question a bit: I have a limited budget and want to make a realtime strategy game without obviously tiling textures. How can I accomplish that? Good question! Here's a few big tools that I'd use: 1) A reasonably large set of interchangeable ...


18

First of all, I'm not sure why you want to implement a height map (i.e. geometry displacement) if people won't be able to land, it just seems more efficient to normal map it or something. With that said, what you want is to convert from an arbitrary (x, y, z) to a (u, v) coordinate, which is trivial. No cubemap needed. Every (u, v) texel has a height ...


17

Your understanding is close. Each 3D model is made out of vertexes. Each vertex usually defines the location of a point in space, a normal (used in lighting calculations) and 1 or more texture coordinates. These are generally designated as u for the horizontal part of the texture and v for the vertical. When an object is textured, these coordinates are used ...


15

Why are textures always square powers of two? Textures are not always square nor are they always powers of two. The reason why they tend to be powers of two is usually to increase compatibility with older video cards that imposed that restriction. As for non-square textures, that's not usually a problem. To summarize: Textures typically don't need to ...


15

We have a similar case with our RTS Remake. All units and houses are sprites. We have 18 000 sprites for units and houses and terrain, plus another ~6 000 for team colors (applied as masks). Long-stretched we also have some ~30 000 characters used in fonts. So the main reason behind atlases are: less wasted RAM (in older days when you upload NPOT to GPU ...


15

The zip-format supports several different compression algorithms. You can use a different algorithm for each file in the archive. When you want to store already compressed files which do not benefit from additional compression (like PNG) in a zip-archive, you can encode these files with the "stored" algorithm which doesn't compress at all. The "Add to ...


14

I don't understand why you wouldn't want to use an off-the-shelf loader. PNG, for example, is a good choice for a format but is complex to write a general purpose loader for (and probably not worth the effort of writing one that only loads the specific subset of PNG formats you care about). Given that somewhat unusual requirement, TGA is probably your best ...


14

How I'd probably do it so I could maintain some art control and not potentially spend a long time trying to tweak a procedural method to get it just right... First, manually create a number of sprites of tea leaf clumps as your art "pool" - not each as an entire cup's worth of tea leaves, but more like a smaller grouping. Say, 20 of them or so? Then place ...


14

Since you've asked for experiences, here are mine. Back in the days when I was programming PS2 games, the "layered alpha quads" approach was a way that we often implemented fog. Occasionally as ground fog, but much more commonly as full-screen fog. And it worked just fine in either case. So yes, it was viable in the pre-fragment-shader days. Well, sort ...


13

A texture atlas is simply a way to stuff multiple sprites into a single texture. You also will need an index into the texture so that you can find where each of the sprites are located. The reason these are used is because it's more efficient to bind a texture once and change the UV values being used than to bind multiple textures for each sprite you draw. ...


13

SpriteLib is a GPL-licensed library of sprites that you can use in your game. A big (but now slightly outdated) public domain texture set is the Golgotha texture pack. You can also browse an artist storefront such as Turbo Squid for free stuff.


13

The pygame site has tons of links to resources. Be very careful though...I'm not sure how well they vet the links, some might have content which you are not legally allowed to use. It's fine to use them for your little game clone, but if you put it online & it gets popular, you might run into trouble.


13

PVRTC 2BPP encoding, as introduced in this paper divides an image into 8x4-texel blocks, and compresses each block such that only two RGB colors are stored for each thirty-two texel block. None of the thirty-two texels stores a color of its own - each texel stores only information about how to blend between the two RGB colors of its 8x4-texel block. If ...


13

When I did this I ended up making a simple gradient file (xml or image based, doesn't matter) that predetermined the color used at the specified distance between the primary height colors (grass vs. sand for instance). This way, there were inbetween states. What is great about this is that you have full control over the transitions. I suppose that you could ...


13

The number of textures that can be bound to OpenGL is not 32 or 16. It is not what you get with glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &texture_units);. That function retrieves the number of textures that can be accessed by the fragment shader. See, each shader has its own limit of the number of textures it can use. However, there is also a total ...


13

Humans have trichromatic color vision, so the space of colors we can see is fundamentally three-dimensional. (Well, for most of us, it is. Colorblind people may only have dichromatic or monochromatic vision, and there may be a small number of people who can (barely) distinguish an extra dimension. Also, technically, even normal humans do have a fourth ...


13

One option that'll be a lot easier than fiddling with mipmaps and adding texture coordinate fuzz factors is to use a texture array. Texture arrays are similar to 3d textures, but with no mipmapping in the 3rd dimension, so they're ideal for texture atlases where the "subtextures" are all the same size. http://www.opengl.org/wiki/Array_Texture



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