What is the largest size a groundplate or groundscar can be before the engine automatically resizes it?
I ask because I've experimented with high resolution ones and they don't seem to look much/any sharper than at 256x256 or 512x512.
maximum groundplate/scar resolution
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: maximum groundplate/scar resolution
512x512 in my experience is more than adequate. For example, atm I have a 20x20 factory sitting on a 25x25 grounddecal and it looks very sharp and clear.
Re: maximum groundplate/scar resolution
Wow... Hmm... Maybe it's my image type?
What sort of file format are you using? Or is DDS the only available format?
Also do you know about groundscars?
What sort of file format are you using? Or is DDS the only available format?
Also do you know about groundscars?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: maximum groundplate/scar resolution
I'm using png. DDS fails miserably it seems.
What about groundscars?
What about groundscars?
Re: maximum groundplate/scar resolution
What difficulty are you having with creating DDS images? I do it all the time, I can probably help.
Re: maximum groundplate/scar resolution
there are just 4 scars and their resolution is fixed to 256x256. Also they use a special color calculation if you use bmp's (red:=brightness, green:=alpha). When using any other fileformat (PNG,TGA,...) you can color it yourself.
Re: maximum groundplate/scar resolution
I know, the ones I made (5 years ago) are the ones everyone's been using to this point. Except maybe XTA, it might still use the ones that come with Spring just for spite.
But they're rather low-res. I was hoping I'd be able to bump them up to 512x512 or something so they'd look sharper. Supcom has very nice sharp craters and such.
I remembered I'd experimented with higher resolution ones and it didn't work at the time, I was hoping someone could tell me if this had been improved before I went and started the process of re-making them in higher resolution.
But they're rather low-res. I was hoping I'd be able to bump them up to 512x512 or something so they'd look sharper. Supcom has very nice sharp craters and such.
I remembered I'd experimented with higher resolution ones and it didn't work at the time, I was hoping someone could tell me if this had been improved before I went and started the process of re-making them in higher resolution.
Re: maximum groundplate/scar resolution
You can use arbitrary resolution if you integrate LUPS and use jK's groundflashes and appropriate settings, I would think, or a very minor variation.But they're rather low-res. I was hoping I'd be able to bump them up to 512x512 or something so they'd look sharper. Supcom has very nice sharp craters and such.
You don't want to use Spring's CEG groundflashes for this, you'll eat too much space on the texture atlas.
Re: maximum groundplate/scar resolution
CA uses its own groundscars made by JK
Re: maximum groundplate/scar resolution
Texture atlas doesn't contain groundscars. Well, I'll see about this LUPS thing...Argh wrote:You can use arbitrary resolution if you integrate LUPS and use jK's groundflashes and appropriate settings, I would think, or a very minor variation.But they're rather low-res. I was hoping I'd be able to bump them up to 512x512 or something so they'd look sharper. Supcom has very nice sharp craters and such.
You don't want to use Spring's CEG groundflashes for this, you'll eat too much space on the texture atlas.
Re: maximum groundplate/scar resolution
Not everyone keeps LUPS enabled (MT executable or performance concerns).