OrbWeaver on 9/12/2005 at 09:54
Isn't that what mipmaps are for? Or does T3 not use them?
str8g8 on 9/12/2005 at 10:31
I'm pretty sure T3 does make use of mipmaps, at least the dds files contain them. But they are generally used as texture LODs, for displaying the texture further away from the camera.
Renzatic on 13/12/2005 at 01:06
I think your new textures would look better with a few bolder colors splashed in to help differentiate surfaces and details. Right now they seem a little too flat and simple, and make the levels look TOO clean.
ascottk on 13/12/2005 at 01:11
Quote Posted by Renzatic
I think your new textures would look better with a few bolder colors splashed in to help differentiate surfaces and details. Right now they seem a little too flat and simple, and make the levels look TOO clean.
Yeah, that & I think I'm rushing. I'm a little intimidated by all the freakin' textures t3 has & this crazy idea of improving them . . .
Expect updates :eww:
Renzatic on 13/12/2005 at 05:02
Eh, just take your time and do them right. I doubt anyone is expecting you to finish this in a couple of months.
Even if it takes you a year, people will still be around to use em. I might also give you a hand on occasion since I'm currently working on textures for TDM again.
ascottk on 13/12/2005 at 05:08
Quote Posted by Renzatic
Eh, just take your time and do them right. I doubt anyone is expecting you to finish this in a couple of months.
Even if it takes you a year, people will still be around to use em. I might also give you a hand on occasion since I'm currently working on textures for TDM again.
Cool, I'm still proud of a few textures that are not in the screenshots. I'm trying to use the OMs for screens because I'm using a lot of these textures for contest 7 & I don't want to give anything away. The T3_MAN textures are mainly used in seasidemansion2 & that map is too dark for good screens.
ascottk on 16/12/2005 at 06:10
Quote Posted by STiFU
I tried the textures. They look really nice but i have a critical decrease in FPS... I made up a tiny level(only a big cube 1024³) and added some 64³ cubes and 4 standard-lights. Then i apllied your textures in order to have a look at them. But when i looked from the far side at the cubes i got about 1 fps. Dont know where that comes from. Probably the uncompressed normal maps. I have a Athlon XP 2600+, 1024 mb ddr ram, gforce 4ti with 128 mb vram. Its not high end but a scene like that should run without any problems.
However i think that you'd better ship your library in a seperate matlib, because i had to backup all my textures before testing. Thank god i did that, because with so low performance i wouldnt be able to play on :) .
And I have another question: If we used the textures with their vast size, wouldnt the size of the FMs increase as well? That would be a big problem because they are yet too big at the moment.
Do you use the send to xbox technique? I just tried it with the regular play button & damn it was slow! If you're not using the xbox technique then I suggest using it because the performance is a lot better.
STiFU on 16/12/2005 at 08:59
Yes, I use the xbox technique. I think it's really because of all that specularity. Perhaps it would be better to just work out high-detail textures, without specualrity where it's possible. But i must say, that John P's texture pack made gameplay a little bit slower too. (playing @highest detail but in 800x600, because i prefer high detail to higher resolutions) Perhaps it's just my pc. Let others try what they experience.
But in general i would say, if it runs slower in debug mode, what normally runs *ok*, then we definitely must say that your textures hit performance very much... :(
ascottk on 19/12/2005 at 21:44
There's more stuff @ the top of this thread. I fixed the textures for more consistency (paid close attention to the levels this time around). Also I resized some of the textures when appropriate:
ceilings, floors, walls (not with the 512 in the name) are at 512x512 instead of 1024x1024 while the largest textures are 1024x1024 (*wall512* & *goodness* except for the textures that don't need anything redone).