Ns Textures
theclayman
Join Date: 2004-04-14 Member: 27918Members
<div class="IPBDescription">clayman textures</div> it looks like im releasing the ns textures erlier than ns_orion comes! i will be releasing:
* textures in 512 pixles, 256 colors (wad and bmp)
* textures in 256 pixles, 256 colors (wad and bmp)
* textures in 512 pixles, the photoshop files (20-30 files)
next week people...i guess... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
* textures in 512 pixles, 256 colors (wad and bmp)
* textures in 256 pixles, 256 colors (wad and bmp)
* textures in 512 pixles, the photoshop files (20-30 files)
next week people...i guess... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
A 512x128 unit wall with a 256x128 texture at x:1 y:1 scale will have the same poly count if it had a 512x128 texture at x:1 y:1 scale.
Though keep in mind that you should not make any texture whose overall square size is greater than 65536. So 256x256 is fine (that's 65536) and 512x128 is fine (that's also 65537) but 512x512 is not fine (that's 262144). Anything higher than 65536 can cause older 3d acceleration cards to crash.
A 512x128 unit wall with a 256x128 texture at x:1 y:1 scale will have the same poly count if it had a 512x128 texture at x:1 y:1 scale.
Though keep in mind that you should not make any texture whose overall square size is greater than 65536. So 256x256 is fine (that's 65536) and 512x128 is fine (that's also 65537) but 512x512 is not fine (that's 262144). Anything higher than 65536 can cause older 3d acceleration cards to crash. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
By older 3d Cards do you mean cards that don't support OpenGL? I think its only D3D that crashes because of the texture size.
A 512x128 unit wall with a 256x128 texture at x:1 y:1 scale will have the same poly count if it had a 512x128 texture at x:1 y:1 scale.
Though keep in mind that you should not make any texture whose overall square size is greater than 65536. So 256x256 is fine (that's 65536) and 512x128 is fine (that's also 65537) but 512x512 is not fine (that's 262144). Anything higher than 65536 can cause older 3d acceleration cards to crash. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
By older 3d Cards do you mean cards that don't support OpenGL? I think its only D3D that crashes because of the texture size. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
By old, he's saying cards like the Voodoo 1, TNT, and old onboard video chipsets from 1969. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
And I realize someone with an ancient card couldn't run a map with such textures, but there's no harm in doing it. Flayra wouldn't officialize any maps that don't fit the guidelines anyway.