Ok.. time to redo the OTA textures.
Moderators: MR.D, Moderators
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Is it SO HARD to get over the fact that JPEG ISN'T THE BEST FORMAT for every purpose?
Jpeg is good for large photo. Jpeg is BAD for small textures.
Random TA texture:
PNG: 2.3 kb
Jpeg 1%: 4.1 kb
Jpeg 10%: 2.3 kb
Jpeg 50%: 1.3 kb
Jpeg 99%: 0.5 kb
For the same filesize of precisely 2.33kb, here is PNG (left) and JPG (right):
With a x5 zoom:
That clearly show the superiority of png over jpg: Same filesize, better quality.
PNG>JPG
Jpeg is good for large photo. Jpeg is BAD for small textures.
Random TA texture:
PNG: 2.3 kb
Jpeg 1%: 4.1 kb
Jpeg 10%: 2.3 kb
Jpeg 50%: 1.3 kb
Jpeg 99%: 0.5 kb
For the same filesize of precisely 2.33kb, here is PNG (left) and JPG (right):
With a x5 zoom:
That clearly show the superiority of png over jpg: Same filesize, better quality.
PNG>JPG
the reason PNG beats JPG here is that the image is very small. It is therefore not reasonable to use jpg because if you start to compress something really small you lose too much. However I'd like to see you pull of the same quality / size thing with a 2 MP image. JPG versus PNG. We both know that JPG 0 compression delivers about 1/10th the size of the png in that case, without decernable quality issues.
- RightField
- Posts: 110
- Joined: 11 Nov 2004, 21:29
there is no pro-jpg thing. For small files, png is always better than jpeg both in terms of quality than file size.
there is tools to optimize png files : pngcrush on unix, and PNGOptimizer on windows. You can also remove headers informations in gimp for small files.
and the size argument is quite dull since when the textures are loaded in memory they are decompressed so jpgs won't make the game require less RAM. (Anyway they are heavier than png :) )
there is no reason at all to use jpg in game textures.
there is tools to optimize png files : pngcrush on unix, and PNGOptimizer on windows. You can also remove headers informations in gimp for small files.
and the size argument is quite dull since when the textures are loaded in memory they are decompressed so jpgs won't make the game require less RAM. (Anyway they are heavier than png :) )
there is no reason at all to use jpg in game textures.
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
I'd love to help if I knew what needed to be done. Can anyone link me to how to dump a GAF to PNG or describe it, so I can produce some textures roughly based on those needing to be replaced?
This is all of course assuming I'm not kicking a dead horse, in that this little project has been either completed, or completely abandoned.
This is all of course assuming I'm not kicking a dead horse, in that this little project has been either completed, or completely abandoned.
Well, you don't really need to dump any GAFs. Just open up the taenheter.ccx file in HPIView and poke around in the "Unittextures" subdirectory. They're all just bitmaps. Though to edit them, you need to extract the .ccx file to your hard drive somewhere, modify, then repack the .ccx file using HPIPack.
Yes, we are very sorry. Please continue redoing textures plz?smoth wrote:bah.
Thanks for waisting a perfectly good motion with some asinine conversation that has probably already happened in 2-1999942359346-90346 places on the net.
I hope that something can come of this...we really need non-infringing material in this game.
Its the sort of thing... but if tghats thye one u plan to replace... dont you think it should look a bit more like it?? Plus the textures should all be made BIG, and then they can just be shrunk down to whatever size latter. That way they will look better, and if the texture turns out to be used on lots of large faces it can be resized bigger.
aGorm
aGorm