Texture Guidelines: Difference between revisions
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1. To make downloading the mod easier for our members who are on dialup. | 1. To make downloading the mod easier for our members who are on dialup. | ||
2. To prevent the mod from ballooning into a huge monster. Uncompressed TGA's add up quickly. | 2. To prevent the mod from ballooning into a huge monster. Uncompressed TGA's add up quickly. | ||
3. To make the mod accessible to members and eventually players who will not have high end computers that are capable of handling the textures. | 3. To make the mod accessible to members and eventually players who will not have high end computers that are capable of handling the textures. | ||
Revision as of 17:06, 5 December 2005
Q: What is the darkmod_hires CVS directory for?
A: To help us maintain our high and low res textures, we have had to setup a darkmod_hires repository on CVS. It will contain map, object and character hi_res textures that will later be released as a self installing upgrade package.
Q: When do I upload to the darkmod_hires repository?
A: Anytime an original texture exceeds the texture specifications listed below.
Q: What if the texture does not exceed the texture specifications?
A: Then upload directly to the regular 'darkmod' directory. No hires copy is needed.
Q: I have uploaded my hires textures, now what?
A: Switch back to the regular 'darkmod' mod directory and upload the low res textures.
Q: How do I download the hires textures?
A: In the same way you download the rest of the mod. The only exception is that you have to change the file path while using the darkmod_hires directory.
Q: What is the reason for having these texture guidelines?
A: There are several.
1. To make downloading the mod easier for our members who are on dialup.
2. To prevent the mod from ballooning into a huge monster. Uncompressed TGA's add up quickly.
3. To make the mod accessible to members and eventually players who will not have high end computers that are capable of handling the textures.
Here is the basic setup for uploading and downloading from this repository.
File:Http://208.49.149.118/TheDarkMod/screenshots/hires.jpg
TEXTURE GUIDELINES: Texture groups should attempt to stay within the following standards.
Format: TGA with RLE 24 bit Lossless Compression.
Renz and I tried to create a priority based forumla for different entities within the game. With this formula,the largest TGA textures (512x512) weigh in at roughly 700 kb with 24 Bit, RLE lossless compression.
Do keep a backup of the ultra hi-res versions of your work. Try not to forget that you must upload a high res and low res version to their respective repositories.
Tiled textures- Walls, Floors, Ceiling, Doors...ect - Diffuse: [ Min/Max: 512 x 512] Normal: [ Min/Max: 512 x 512] Specular: [ Min/Max: 256 x 256]
Large objects- Beds, barrels, chairs, bookshelves- Diffuse: [ Min/Max: 512 x 512] Normal: [ Min/Max: 256x256] Specular: [ Min/Max: 128 x 128]
Small objects- Keys, books, goblets, utensils- Diffuse: [ Min/Max: 256 x 256] Normal: [ Min/Max: 128 x 128] Specular: [ Min/Max: 128x128]
AI: All characters- Diffuse: [ Min/Max: 512 x 512] Normal: [ Min/Max: 512 x 512] Other: [ Min/Max: 256x256]
By following this formula on the models/props/textures folder, I was able to reduce its size to under 30 megs, from over 70 megs. That's a considerable difference at no discernable cost to quality.
What's great about this is that is doesn't require using lossy compression. We retain high quality looks, but only at slightly reduced resolution.