For the past month I’ve been experimenting and really grinding my way through tons of information and ideas to impliment in my game. I am FAR from putting anything together really. Still working out some rough edges.
I want to have sorted out as much as I can (concepts, characters, scenes, story) before I sit down and start any level building or whatever gaming will be needed .
It’s only a hobby, something I do after work and right now I’m doing it for the love of it, hoping to give something back in the near future.
Okay, to get to the point. Some of my scenes might entail really big landscapes. So instead of entering and exiting scene after scene I’d like a big single terrain loaded (or preloaded at intervals) Or, do I just scale my fps character to a very very small blob and enlarge the terrain…(?!)
Also. I need to know at what unit scale am I suppose to work and where can I set this (cm, m, ft). This will propably depend on the answer from the previous paragraph Might be a silly question but the more I know beforehand the better my workflow will be when I start.
I’m a bit new to the whole BE (but reasonably well versed in Blender) so I’m still trying to find out what is possible and what not.
Also, just a side question. When you do texture painting (I want to use it for terrain texture), is the UV texture you create turned into a single texture file? Also, is it better (for memory, cpu, resource) to use tiled textures or single UV textures.
Let’s say a tiled PNG texture of 1mb tiled 10x that is 10mb
1 texture that is 10mb. Both should be taking the same amount of memory… yes, no?
This last question kinda fits with the situation of texture painting. If texture painting creates a single UV map and this file is bigger than a tiled version of a texture, I’ll have to find another way to texture large terrains.
Well, thats it. Thanks for reading this!!