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FPSC Classic Product Chat / texture sizes for fpsc

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AeroFiles
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Posted: 9th Jan 2011 21:39
What is the different texture sizes that fps creator can handle?
I have used 1024x1024 but was wondering if it could use a bigger texture map.

making a complex model, so a bigger texture map would allow me to add more texture parts for uv mapping.

AeroFiles - addon content developer for fps creator (store)
Dark Frager
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Posted: 9th Jan 2011 22:24
It depends on your graphics card.

If you can see the enemy, they can see you.
Ertlov
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Posted: 9th Jan 2011 22:45 Edited at: 9th Jan 2011 22:51
For segments, 1024*1024 is the best option in terms of quality / memconsumption ratio. 512*512 may be sufficient, but if you want normal mapped segments (with bonds shader), the surface will look a little bit weird when coming close. On the other hand, 2048*2048 shows only improvements when you come VERY close to the surface. Most likely the player will never see.

For smaller entities 512*512 is enough.

For bigger entites (player size or bigger) I´d go into 1024*1024

For huge and detailled characters and whole buildings, even 4096*4096 might be considered (don`t know if fpsc can handle it), but 2048*2048 is a MUST then.

EDIT: 4096*4096 is possible in FPSC. Of course your GFX card will have to keep up.

Come to where the madness is:
http://www.homegrowngames.at
AeroFiles
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Posted: 9th Jan 2011 23:07
okay, well because I made a segment with a 1024x1024 texture, and the quality of the texture inside fpsc was poor, and nothing like in the image editor, so figured that a bigger texture would be better?

AeroFiles - addon content developer for fps creator (store)
rolfy
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Posted: 9th Jan 2011 23:17 Edited at: 9th Jan 2011 23:20
4096x4096 can be handled by FPSC, its the limit for Directx9 anything over that and the texture simply gets reduced.
If your image is poor in fpsc its probably due to low settings in the editor you can change preferences or add the line 'reducetexture = -1' to an entity fpe. I dont know if adding this line has any effect for a segment (no reason why not) but if your having issues with a segment texture like this with 1024x1024 then either your texture isnt any good or the model your attempting to use as a segment is huge or has a huge amount of poly's if its so complex. Why not break your model into smaller parts?
Ertlov
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Posted: 9th Jan 2011 23:19 Edited at: 9th Jan 2011 23:21
Have you set the texture quality to maximum in FPSC?

1024*1024 is indeed a pretty good res for a wall texture, even Doom 3 had many 256*256 inside

Ah, rolfy was quicker. Hi btw, nice to see you`re still around.

Come to where the madness is:
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AeroFiles
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Posted: 10th Jan 2011 00:12
the render for test game is set to its best.
but still bad texture quality.
the default segment textures look great though, so guess I have to have a look at the texture it self

AeroFiles - addon content developer for fps creator (store)
bond1
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Posted: 10th Jan 2011 02:54 Edited at: 10th Jan 2011 02:55
Personally, if I were designing a game today would use the following texture sizes for a good balance of nice visuals vs. level load time:

Ground level segments that are featured predominantly : 1024
Higher segments that player can't get close to: 512
Ceilings: 512
Player HUD weapons: 2048
Enemies: 1024
Boss or large enemies: 2048
Small entities (cups, table items, etc): 256
Medium entities (trash cans, etc): 512
Large entities (chain link fences, dumpsters): 1024
Very large entities (houses, etc.): 2048

"bond1 - You see this name, you think dirty."
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Errant AI
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Posted: 10th Jan 2011 07:40
Quote: "okay, well because I made a segment with a 1024x1024 texture, and the quality of the texture inside fpsc was poor, and nothing like in the image editor, so figured that a bigger texture would be better?"


Manually enable Anisotropic Filtering on your video card. Without this, any texture of any size will look poor in FPSC.
AeroFiles
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Posted: 10th Jan 2011 21:44
Am making a segment, but it does not figure out it self when a corner should be made in fpsc.

I have added the x file first in segment editor.
About the textures, should they not be in dds format?
I added them into the folder as described by the notepad, but I can't load textures in the segment editor

AeroFiles - addon content developer for fps creator (store)
AeroFiles
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Posted: 10th Jan 2011 21:59 Edited at: 10th Jan 2011 22:20
same problem as this guy:

''on the segment editor, when i follow the tutorial for making a room segment and put it in the game, the walls arnt deleted when i put to next to each other, wall and floor cursor modes dont work, can someone help''

answer:

''Are you clicking the calculate visibility button after you have made the segment?''


My answer: Yes done that, but does not work.
New at making my own segments.
I combined one floor with one wall in segment editor, and saves it, but now having the same issue as above.

AeroFiles - addon content developer for fps creator (store)
rolfy
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Posted: 10th Jan 2011 23:36
Quote: "I added them into the folder as described by the notepad, but I can't load textures in the segment editor"

Each time you open the segment browser you need to press F1 to open the correct paths. You should find your textures in texturebank if you do this.
Although you are clicking calculate visibility button are you selecting the correct room type first from the drop down menu selection.

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