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#1 |
![]() Join Date: Aug 2009
Location: Sheridan WY, 82801
Posts: 77
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So, I've got the texturing of statics down pretty good but what I'm wondering is...
What is the big downside to having a specific 2048x2048 texture for a single building/static object model. Seeing as this would greatly improve the graphics of the buildings/objects instead of using pallets. I ask because I really think the graphics of buildings/objects needs to be improved. |
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#2 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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Look at how many buildings there are.
You would need to download and then have in RAM that many 2048x2048 (plus MIP maps) textures. What if you want a different region to fight in? Say, a woodland in china rather than a desert area in the mid east. Now you need to double that (already huge) download size to change the textures. Not to mention the extra hours it would take to change the texture of every building you wanted to use. What about if you want to fix up a specific texture, a bit of brick wall perhaps, that has an error on it. You would have to go into every building file that has the problem (guessing in some cases) and do the fix on each and every building. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#3 |
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PR:BF2 Contributor
![]() Join Date: Feb 2009
Posts: 3,079
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Maybe for one static if its really necessary (which i doubt) it uses more memory thus having a performance dip for not a huge visual gain over 1024.
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#4 |
![]() Join Date: Aug 2009
Location: Sheridan WY, 82801
Posts: 77
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so the main issue is the size of the mod file?
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#5 |
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PR:BF2 Developer
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don't forget about performance, more textures->more memory used-> better PC you need i guess
i.e. Rhino made a post about making reticles for vehicles via model+small texture, to replace big textures and said it will help to increase performance http://www.realitymod.com/forum/f18-...ml#post1051006 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND? |
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Last edited by [R-DEV]DankE_SPB; 01-09-2010 at 08:47 PM..
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#6 |
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PR Artwork Team
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There is a huge visual gain on certain objects and buildings, and at times it can be just as efficient to use one texture for one object, particularly if that identical object is going to be used a lot on the map. Trees spring to mind....
You can get a lot more detail out of a single texture, you can sculpt it and bake stuff down and generally make stuff look awesome. So ye, I think it looks better, but generally its more intensive..... |
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#7 |
![]() Join Date: Aug 2009
Location: Sheridan WY, 82801
Posts: 77
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Ya, i got into baking and I LOVE it makes it look awesome.
I was wanting to make some sky scrapper type buildings for a map. Figured I'd make a ground floor, middle floor, Topfloor/roof. Then you could stack the middle floors for varying heights but I want to bake it and make it look nice so I would need 3 textures. I understand the performance thing though, But this game did come out nearly 5 years ago so i figured you'd be able to push the performance limits up a bit. |
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