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| Dutch Forces Discussion pertaining to the PR Dutch Forces faction. |
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#11 |
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PR Mapper Team
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is it all brand new textures or did you use any existing textures?
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#12 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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made them up. 512px x 512px nothing special . pretty small that ok
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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#13 |
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PR Mapper Team
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just one 512x512 crack texture? any other colour, detail or dirt textures etc and what DXT values where they saved at?
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#14 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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![]() Changed the font, was hard to read, and really was looking messy. sorted out the speculary, was having problems with the alpha sorted now. applied the tweak file and works in bf2 OLD values For Rhino C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\texture s sign_post_cr 512 x 512 256k dxt 1 sign_post_de 512 x 512 256k dxt 5 + alpha sign_post_di 512 x 512 129k dx 1 sign_post cr 512 x 512 129k dxt 5 + alpha null_deb from pr folder null_crb from pr folder |
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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Last edited by smee; 05-16-2009 at 10:30 AM..
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#15 |
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PR Mapper Team
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that's a lot of custom textures and that would be about to 1mb of extra memory used, just for a small sign post... the point of texture pallets is that each little static dont need its own texture
just think, if you had like 5 signs in a map, with that same setup, that would be like 5mbs of RAM used up... and if every static used it, damn. Try and keep to the pallets where you can.. Really if you made your mesh well you could make that basically the same it is now, using current pallets and a new crack texture for the words and be like a few kbs for the texture... |
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#16 | |||
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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Quote:
Did ask that question but your right. Its a big consideration. Will make some changes Is there a texture list that for Tarin Kowt, Afghanistan. | |||
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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#17 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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I thought that once it loaded the texture it was reused, not allocating more ram for the same texture. only would be 5mbs if you had 5 different signs . If they all used the same texture it would still only be 1mb? Thats why they have pallette.
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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#18 |
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PR Mapper Team
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I mean't 5 different custom signs all with there own textures like that... Ye, if you placed 5 of the same size it would still only use 1mb of texture memory but I can't see you placing more than 1 of that sign on a map.
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#19 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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Ok. gotcha
sign_post_c 256 x 512 65k dxt 1 sign_post_de 256 x 180 46k dxt 5 + alpha sign_post_di 256 x 256 33k dx 1 sign_post cr 276 x 512 70k dxt 5 + alpha null_deb from pr folder null_crb from pr folder Grand total 214k |
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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#20 |
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PR Mapper Team
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ye that's fine, just do not get in the habit of making custom textures for every static you make
Where you can, use existing textures and only when you really need a new texture and there is no other way about it, then you make a new one My statics use 95% of existing textures, for example that container handling crane I made, very complicated static but in the end the only textures I made for it was new textures for the wheels and a Black and Yellow stripe colour texture, other than that was all vBF2 and PR textures |
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