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FPSC Classic Product Chat / texture size?

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Benjamin A
18
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 17th Mar 2006 14:10
I'm working on landscapes at the moment. I'm using 512x512 size for textures. Someone suggested to use high-res texture maps, but I'm wondering if FPSC even uses texture maps higher then 512x512 on entities? What is the maximum texture size FPSC uses on entities, does anyone know?

MegaMusic Pack 01.... 31 original soundtracks for your games!
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Joh
20
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Location: Malaysia
Posted: 17th Mar 2006 18:48
All the textures that come with fpsc seem to be 1024x1024.

Benjamin A
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Location: The Netherlands
Posted: 17th Mar 2006 19:29
Hmm.... I've checked quite a number of them (characters, items, walls, etc) and most of them seem to be 512x512. The only 1024x1024 texture I've found so far is the Model Pack 1 Humvee.

MegaMusic Pack 01.... 31 original soundtracks for your games!
http://www.aeilkema.dds.nl/mega/index.html
Joh
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Location: Malaysia
Posted: 17th Mar 2006 19:35
Oops my bad. I shouldnt post when lack of sleep.

The textures for walls etc are 1024x1024 that come with fpsc. I use 1024x1024 on entities, no problem. But havent really checked out how much difference.

Avenging Eagle
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Location: UK
Posted: 17th Mar 2006 21:04
Ben, i suggested it only because it didn't really look detailed. I'm using 1024x1024 textures for my terrain.

Also, it might be worth sampling and clone-brushing from photographs of whatever type of terrain your using (as far as i can remember, yours is Mars, right? Google up some "mars aerial shots" and sample from them.

AE

Origin says i'm l33t

gps
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Location: England
Posted: 17th Mar 2006 22:11
I've gone up to 4096x4096, but that was just out of curiosity, and if I remember rightly the texture map was 12 Mb, so not very practical.

I think when you select texture quality, settings of 128x128 and 256x256 force resampling, while setting it to high (512x512) just results in the program leaving the texture alone. So if it starts out at 1024x1024, it stays there. Most of the WW2 characters have 1024x1024 textures - presumably because you need to be able to see small insignia on the uniforms.

As there seems to be no performance hit with large textures (they don't appear to affect frame rates), it's a question of whether or not you mind the much larger game file.

More ruminations on the subject can be found here...

http://forum.thegamecreators.com/?m=forum_view&t=68628&b=21

Benjamin A
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Location: The Netherlands
Posted: 17th Mar 2006 22:21
I've tried 512x512 textures on the landscapes and I've tried the same textures in 1024x1024 size on the landscapes and didn't notice much difference at all. But that may be because the landscapes are big and you only notice a significant change when you go even higher (2048x2048), but that will become a serious issue for people with 64Mb gfx cards when using quite a number of landscapes in one level.

MegaMusic Pack 01.... 31 original soundtracks for your games!
http://www.aeilkema.dds.nl/mega/index.html
gps
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Location: England
Posted: 17th Mar 2006 22:45
I was just browsing in the Showcase forum and your Martian landscape screenies look great. As you say, the difference between 512x512 and 1024x1024 is negligible when stretched over a large area, and the nature of the terrain has to be considered too. I'd be more inclined to save large textures for urban/man-made environments. We're more prepared to accept soft colour graduations in a natural environment.

Benjamin A
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Location: The Netherlands
Posted: 17th Mar 2006 23:03
Quote: "I was just browsing in the Showcase forum and your Martian landscape screenies look great."


Thanks! I'll stick to the 512x512 textures, it will ensure a smooth running game.

Quote: "Also, it might be worth sampling and clone-brushing from photographs of whatever type of terrain your using (as far as i can remember, yours is Mars, right? Google up some "mars aerial shots" and sample from them."


I'm creating a number of landscapes, Mars, Moon, Earth (Different settings) and an Alien Planet.

I've choosen not to use photo's even though photos have been used a a reference. By not using photo's, but more 'handcrafting' the landscapes it will fit in much better with the rest. After all, most of the stuff in FPSC (or created for FPSC) isn't photo realistic at all, far from it. I've tried what you suggested a while ago already and the landscapes just didn't fit in with the rest of the segments, characters and items in the game.

By doing it this way, the landscape match the rest of the items in the game perfectly and after all, that's what I wanted to achieve.

MegaMusic Pack 01.... 31 original soundtracks for your games!
http://www.aeilkema.dds.nl/mega/index.html
Mr Love
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Playing: MAFIA 2
Posted: 17th Mar 2006 23:32
Ohh My God! You cant compare a landscape with a simple entity!!!


Stop listening to rumors! Listen to the truth...
Benjamin A
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Location: The Netherlands
Posted: 17th Mar 2006 23:39
MR Love, I really think you're missing the point....

MegaMusic Pack 01.... 31 original soundtracks for your games!
http://www.aeilkema.dds.nl/mega/index.html
Mr Love
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Playing: MAFIA 2
Posted: 17th Mar 2006 23:45
So whats the point then???


Stop listening to rumors! Listen to the truth...

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