Ns Textures

theclaymantheclayman 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-->

Comments

  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    any preview pictures? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    512 is too big for general use in maps because they end up creating higher r_speeds.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The size of the texture doesn't create higher r_speeds, it's the size of the surface and the scale of the texture on that surface.

    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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Yamazaki+Apr 16 2004, 03:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Apr 16 2004, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The size of the texture doesn't create higher r_speeds, it's the size of the surface and the scale of the texture on that surface.

    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.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    No, if you make a 1024x1024 texture it crashes GL too, at least it used too. 512x512 appears to be fine for just about everyone.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Thursday-+Apr 16 2004, 02:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Apr 16 2004, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Yamazaki+Apr 16 2004, 03:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Apr 16 2004, 03:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The size of the texture doesn't create higher r_speeds, it's the size of the surface and the scale of the texture on that surface.

    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-->
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    edited April 2004
    Sigh. It'd be sweet if Steam would allow very hi-res textures. Tons of Doom source ports support 1024 and higher, not to mention the fact that their detail textures actually work on a Gf4mx.

    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.
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