
Screenshots
I am not sure if these missunderstandings are on purpose? Check page *1* for at least 2 posts that are wider than 640x (one was 1024), this page *2* of the thread is obviously ok.Kat wrote:@ AEon : the screenies *are* 640 width, on this page at least, that extra scrolling is something that the phhBB board does for some odd reason.
This frame is for a tour of Japan my girlfriend and I are doing next month. It's being built to my specifications by Bernie Mikkelsen of Alameda, CA. For the bike dorks, it's lugged steel, 60cm square, and the whole thing splits in two at those big lugs in the middle of the main tubes so it can be packed into a glorified suitcase for air travel.
I have a blog about it on my day job, TypePad, where I've been staying away from game programming for a while.

I have a blog about it on my day job, TypePad, where I've been staying away from game programming for a while.


i remember these shots when you originally posted them, way back. it looks _really_ coolRaven wrote:I have two pre-alpha pic.s of something I started to work on for JA, but my current schedule is not going to allow me to touch it again for a good while I think. Actually I have had time to touch it since last December >.< These two pic.s only show the atrium area, and yes the background is caulked out in a number of places currently.
Create your working files in 512x512 but resize them down to 256 when you prep them for D3... using 512x512 'just for the hell of it' as a lot of the D3 community is doing is a serious waste of resources. The only reason you should be using textures that big is if you have a large area to cover.Kaziganthe wrote:I made a higher res-version of some of the wolfenstein textures (above) for D3, although it seems they're resized down to 256x256 anyway...
This is from a post I made on a different forum discussing my texture theory and methods. I was directing it at someone who used a 2048x2048 for a WWII German hand grenade. :lol: Remember, the texturespace you use is only good for the amount of screenspace it will take.
"In a first person shooter, for always visible models, such as weapons, you should stick with the 256-1024 range. 256 is perfectly suitable for many weapons, such as grenades, fists, knives, etc. 512 and 1024 should be fine for guns.
Ammo or bullets should never ever be above 256, there is no reason for that, even if it's a large round.
Keep all the texture sizes scale to each other... For example, if a hand uses a 256x256 texture, something that is the same size of a hand should use a 256x256 texture. If it's something that will fit in the hand, such as a grenade, then use a 128x128. If it's a steilhandgrante, or other german grenade that has visible text on it, then perhaps it is necessary to give it a 256x256 so the text is nice and sharp, and make sure the throw animation brings the grenade quickly towards your 'eyes' in the game, so the text is real big and noticable to the player.
PC Gamers rarely go above 1280x1024 when playing. Most people I know stick with in between 1024x768 and 1280x1024, so remember that by using 1024x1024 textures, you will only really ever see that sort of detail when that item uses the entire screen. With today's video cards, high levels of anisotropic filtering are easy to achieve with no performance loss, therefor eliminating any mipmap blur on ground surface textures if the player has it enabled.
If you work well with high resolution textures, don't bother texturing at smaller more reasonable sizes. Just do what you do, how you're used to, and then resize the images. You'll then be able to test out the 128x128 version of something and compare it to the 256x256 and really debate if you need the 256x256. You might even find that a 32x32 is perfectly acceptable, for example, with a bullet texture. In some situations, working in the native resolution is the best, so if something looks good at 128x128 after you've resized it from 1024x1024, you can use your pixels better in a lot of cases by 'tracing' over your resized texture and thus having complete control over your pixels while removing any results of resampling.
Make sure all the original huge textures are kept, so in 8 years when you and your mod buddies just get done making "Half-Unreal Doom Rise of the Triad Tournament 2013" that you can release a 'super high quality ultimate edition' of your old mod."
"In a first person shooter, for always visible models, such as weapons, you should stick with the 256-1024 range. 256 is perfectly suitable for many weapons, such as grenades, fists, knives, etc. 512 and 1024 should be fine for guns.
Ammo or bullets should never ever be above 256, there is no reason for that, even if it's a large round.
Keep all the texture sizes scale to each other... For example, if a hand uses a 256x256 texture, something that is the same size of a hand should use a 256x256 texture. If it's something that will fit in the hand, such as a grenade, then use a 128x128. If it's a steilhandgrante, or other german grenade that has visible text on it, then perhaps it is necessary to give it a 256x256 so the text is nice and sharp, and make sure the throw animation brings the grenade quickly towards your 'eyes' in the game, so the text is real big and noticable to the player.
PC Gamers rarely go above 1280x1024 when playing. Most people I know stick with in between 1024x768 and 1280x1024, so remember that by using 1024x1024 textures, you will only really ever see that sort of detail when that item uses the entire screen. With today's video cards, high levels of anisotropic filtering are easy to achieve with no performance loss, therefor eliminating any mipmap blur on ground surface textures if the player has it enabled.
If you work well with high resolution textures, don't bother texturing at smaller more reasonable sizes. Just do what you do, how you're used to, and then resize the images. You'll then be able to test out the 128x128 version of something and compare it to the 256x256 and really debate if you need the 256x256. You might even find that a 32x32 is perfectly acceptable, for example, with a bullet texture. In some situations, working in the native resolution is the best, so if something looks good at 128x128 after you've resized it from 1024x1024, you can use your pixels better in a lot of cases by 'tracing' over your resized texture and thus having complete control over your pixels while removing any results of resampling.
Make sure all the original huge textures are kept, so in 8 years when you and your mod buddies just get done making "Half-Unreal Doom Rise of the Triad Tournament 2013" that you can release a 'super high quality ultimate edition' of your old mod."
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
l3ctf1 "Doctor's Orders"




I have a plan to finish all my old, unfinished levels - this one is something like one year old. It's ctf/ntf level for CPMA. Right now only "neutral", central area left - both bases are ready.
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am