Protean ChristmasCollection 2023
Wearables
Christmas Tree 2023
- Rarity: epic
- Category: top_head
External Image
Link to editor
Snow Aura Alpha
- Rarity: epic
- Category: tiara
External Image
Link to editor
Christmas Tree 2023
Snow Aura Alpha
I will check collection now!
The Snow Aura was already published via https://forum.decentraland.org/t/collection-proteans-snow-aura-created-by-proteus-is-ready-for-review (without final corrections).
It was made Legendary by mistake. This one is Epic as was originally intended.
The Legendary version will be improved upon before being made available again.
Improved-upon textures for the tree are all CC0
and were obtained here:
Hi @Ozymandias
You will need to reduce materials count for xmas tree to 2/2 or you can add any other category to overrides → wearables list to solve that issue.
There is a bug in the Editor, I opened a report about this.
If you download and open the file, you will be able to verify that there are indeed only 2 textures.
I don’t understand, the material count for the tree is already 2.
And the orerrides → wearables is for resolving a triangle count issue, not a materials count issue, right ?
Yeah, sorry. I wanted to say textures count, but accidentally wrote materials.
As far as i know, if you use alpha and emission channels, they do count as separated textures. It’s not about builder. Thats more about in-depth details about 3D and rendering engines workflow.
I still recommend you to add any wearable from other category to overrides → wearables list. Players will be able to manually unhide this category if they want.
|| As far as i know, if you use alpha and emission channels, they do count as separated textures. It’s not about builder. Thats more about in-depth details about 3D and rendering engines workflow.
If this is the case, then it really needs to be a very clear part of the specification. Do you have any idea how much time I spent on this project trying to fine-tune the multi-use of these textures ?
But I do not believe they count as separate textures in the rendering flow, that would be an obvious performance improvement to effectuate.
From my understanding so far the point of the restriction has more to do about reducing download times on a decentralized network.
|| I still recommend you to add any wearable from other category to overrides → wearables list. Players will be able to manually unhide this category if they want.
I still don’t understand why this should be necessary, if the triangle count is well under 500.
@Ozymandias, here is rules. Rules clearly states amount triangles, materials, and textures count for specified categories.
I gave you two solutions of your problem:
I do respect time that you spent on creating wearables, but rules are rules. If you don’t agree with them, you can write a proposal that will project your problem.
The problem here is i just a curator and i write guidelines to move forward collection and get succesfull approval.
From my understanding so far the point of the restriction has more to do about reducing download times on a decentralized network.
Yes, this is one of the reasons. But triangles, textures, and materials affect on many more in-depth things, and this complex things reduce game optimization.
I recommend you to follow guidelines that i wrote.
Please , I did read the guidelines, again, and they don’t say that override allows us to increase the number of textures. It only talks about being able to increase the number of triangles that way.
Yes, there are no information about increasing of textures and materials count. But, usually, i give it as solution, because for me it looks like good logical solution. If we hide another wearable, then we get extra tris and materials. Not sure if other curators provide that solution too. Maybe thats my mistake.
Well, if you don’t like solution that i provide, you still have solution to reduce textures count
It’s an acceptable solution, it’s just that I don’t understand how it will be approved if it is not actually written in the specification that it can be done.
I will approve collection We, curators, manually approve each collection that we curate. If i write you solution and you follow it, then collection will be 100% approved!
I do not believe I need to reduce the texture count if the miscount is due to a bug in the editor.
This is sounding like I will have to put major pressure on getting this bug fixed ASAP.
It truly cannot be a performance issue as the graphics requirements of DCL are far below that of most other game applications out there.
(I’m mostly concerned about how it impacts my very first submission, it will be really impossible to achieve the same effects on that sword without reusing the textures as I do )
Sorry brain fog, ok I add an override
I told you, this is not builder bug. Builder writes the real count of textures, materials, and triangles.
The issue that you encounter is not the issue. Thats the specific way of alpha textures and emission rendering between many engines, also this might be related to how “glb” file is structured. You can try to use GLTF with separated folder for textures. Maybe this will solve issue.
It’s not about Decentraland and builder bugs.
Ok, I really couldn’t decide on something to hide from our poor users !
So I decided to turn the feet into branches, they were kind of hidden already anyway.
I am trying to upload the new version, but the website is currently not responding
@Ozymandias i can’t load builder too, looks like it’s under maintenance, i already wrote a question about that in curators chat