Posted by Hornpipe2 on Fri Nov 21st at 3:01am 2003
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Posted by Hornpipe2 on Fri Nov 21st at 3:04am 2003
Never mind, I've figured out my own problem anyway, after a quick google search. However this info may help someone.
http://www.slackiller.com/tommy14/tex-dimensions.htm
Basically I was right, don't exceed 65536 pixels in area. Also you can't use more than 512 on a side or so, that's bad.
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Posted by Campaignjunkie on Fri Nov 21st at 5:33am 2003
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Posted by Jinx on Fri Nov 21st at 6:15am 2003
according to that link, 256x512 is as high as you want to go. that seems based on engine limits..?
I remember hearing 256x256 was the max for some older video cards and higher dimensions would be scaled down and blown up (blurred)... but that was a few years ago, and 'older' would probably have meant old 8meg cards lol. That's what I've always stuck with, though.
To be honest, big textures are kinda overrated. So many textures just tile anyway, and a lot of the 1024x1024 ones I've seen in UnrealEd could just as easily have been 256x256- ie they look just like 4 of the same 256x256 tiled. That, or they are too damn big and you have to scale them down, not good for the polies. Though I'm sure I'll change my tune as I get more used to using them.
Posted by Cash Car Star on Fri Nov 21st at 8:22am 2003
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Posted by Gorbachev on Fri Nov 21st at 3:15pm 2003
Posted by Hornpipe2 on Fri Nov 21st at 4:00pm 2003
| ? posted by Jinx |
|
according to that link, 256x512 is as high as you want to go. that seems based on engine limits..? I remember hearing 256x256 was the max for some older video cards and higher dimensions would be scaled down and blown up (blurred)... but that was a few years ago, and 'older' would probably have meant old 8meg cards lol. That's what I've always stuck with, though. To be honest, big textures are kinda overrated. So many textures just tile anyway, and a lot of the 1024x1024 ones I've seen in UnrealEd could just as easily have been 256x256- ie they look just like 4 of the same 256x256 tiled. That, or they are too damn big and you have to scale them down, not good for the polies. Though I'm sure I'll change my tune as I get more used to using them. |
The link says that you want a "lump size" of no more than 65536, otherwise software mode and older video cards won't show your textures or will screw them all up. So 512x256 is the max, not because of engine limits, but please think of those of us using software mode or a Voodoo 3.
NS uses lots of 256x256 textures that look rather nice, but be aware (of course) that bigger textures means more texture memory used - with a 4mb limit, that's kind of bad...
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Posted by Jinx on Fri Nov 21st at 5:06pm 2003

Posted by Hornpipe2 on Fri Nov 21st at 7:01pm 2003
I've known the occasional software mode player, especially at LAN parties where some people don't own computers to speak of, and we give them a Pentium 200mhz to play instead. Also, going over 4mb makes the game unplayable (I think) on some older graphics cards that don't actually HAVE more than 4 mbs of video RAM.
I played in software mode as recently as a year ago. Hell, I still do sometimes just to watch cl_drawflat 1 or whatever that variable is.
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Posted by Gorbachev on Fri Nov 21st at 9:43pm 2003
Posted by Jinx on Sat Nov 22nd at 2:03am 2003
yeah, I have sympathy for people on older computers with older cards, but you have to draw the line someplace. why should we be making our maps to be played on computers that probably don't even meet HL's minimum system requirements, those that were on the box when we bought it 5 years ago? 
Posted by Orpheus on Sat Nov 22nd at 2:17am 2003
draw the line someplace as jinxy says.. someone using software mode is just as unreasonable as us trying to play a map above 1000 r's
i say, try to grab as many people as possible and let the others use old maps.
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