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Re: Rockies: cliff vs. gravel problem (:

Posted: 17 Mar 2012, 03:19
by effigy
MaNGusT wrote:
effigy wrote:The problem with lowering texture size is it effects the models, too
:shock: how?
By making them look worse:
http://dl.dropbox.com/u/1460920/wz/v3.1 ... 0sizes.png image too big to post :O

Hmm... though, I thought they use to looked worse in 2.3, then again, in 2.3 the lowest texture setting was 64.

Re: Rockies: cliff vs. gravel problem (:

Posted: 17 Mar 2012, 10:53
by Emdek
Use pngcrush, it will optimize PNG images without changing appearance (with correct options).

Re: Rockies: cliff vs. gravel problem (:

Posted: 17 Mar 2012, 16:02
by effigy
Emdek wrote:Use pngcrush, it will optimize PNG images without changing appearance (with correct options).
I don't know what this has to do with not being to reduce terrain textures with out reduce the already small model textures.

Do you see the difference in my composite? Rather, that 2048 and 512 look the same (and should, since the textures are only 512), and 128 affects both models and terrain? It was more noticeable in 2.x when you could go down to 64.

Anyway, my point is that unless you zoom in (or perhaps play on a 42"+ monitor) you can't appreciate the terrain textures. An HD pack makes sense for this reason (vs gigantic as default for all).

Re: Rockies: cliff vs. gravel problem (:

Posted: 17 Mar 2012, 16:05
by Emdek
effigy, that is generic tool to make file sizes smaller without loosing quality.

Re: Rockies: cliff vs. gravel problem (:

Posted: 17 Mar 2012, 16:08
by effigy
Oh, so that's something that could get coded in to the game?

Re: Rockies: cliff vs. gravel problem (:

Posted: 17 Mar 2012, 16:12
by Emdek
No, run on tiles directory (and other PNG files) and output (recompressed images) pushed to repository.
Mostly to save some space in resulting release packages.

Re: Rockies: cliff vs. gravel problem (:

Posted: 17 Mar 2012, 18:38
by Jorzi
@MaNGusT: yep, ortographic... Perspective would have shown the borders of the terrain mesh.

Re: Rockies: cliff vs. gravel problem (:

Posted: 18 Mar 2012, 15:30
by dak180
Emdek wrote:Use pngcrush, it will optimize PNG images without changing appearance (with correct options).
I actually use optipng but it is the same idea.

Re: Rockies: cliff vs. gravel problem (:

Posted: 09 Apr 2012, 14:12
by Rman Virgil
.

This was hella promising and feasible - the decal technique applied to cliff-face. Excellent work done too. :)

I repeat my question - why did it just die...? :hmm:

SEE most recently: viewtopic.php?f=33&t=2383&p=100341#p100341

AND where it began Oct. 3, 2010: viewtopic.php?f=3&t=6101&p=71059#p71059


.

Re: Rockies: cliff vs. gravel problem (:

Posted: 09 Apr 2012, 17:45
by Per
MaNGusT wrote:I'll try to create a more adequate textures but changes to code is also required. Devs?
What do you need?

Re: Rockies: cliff vs. gravel problem (:

Posted: 09 Apr 2012, 17:57
by NoQ
As far as i understand, cliff decals require no code changes; without cliff decals, it is necessary to make cliff texture scatter around in a less fluffy way.

Re: Rockies: cliff vs. gravel problem (:

Posted: 09 Apr 2012, 18:24
by MaNGusT
Per wrote:
MaNGusT wrote:I'll try to create a more adequate textures but changes to code is also required. Devs?
What do you need?
lol.. nothing, thank you. :-)

Re: Rockies: cliff vs. gravel problem (:

Posted: 09 Apr 2012, 18:24
by Per
NoQ wrote:As far as i understand, cliff decals require no code changes; without cliff decals, it is necessary to make cliff texture scatter around in a less fluffy way.
You mean do away with the half-tile system, in favour of proper texture splatting?

At least, that's what I'm thinking should be done.

Re: Rockies: cliff vs. gravel problem (:

Posted: 09 Apr 2012, 18:34
by Goth Zagog-Thou
And have all textures be available at any given time on a map? :D Pleeeeease?

Re: Rockies: cliff vs. gravel problem (:

Posted: 09 Apr 2012, 18:43
by Per
Goth Zagog-Thou wrote:And have all textures be available at any given time on a map? :D Pleeeeease?
Do you want all the terrain types available on all maps, or just all the decals?

My thinking if that it would be fine to limit the terrain types (to limit the amount of huge textures we need to keep in graphics memory), while offering an unlimited amount of decals instead (shared between all terrain types).