Does anyone else run into the 2048*2048 texture wall?

Does anyone else run into the 2048*2048 texture wall?

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MadRat
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Joined: 24 Oct 2006, 13:45

Does anyone else run into the 2048*2048 texture wall?

Post by MadRat »

I've been building a mod that hinged on units from several mods intertwined but as I add sides/units the inevitable texture limitation (2048*2048) keeps beating me up. Is anyone else running into this limitation?

I like the fine details that s30's offer, but wonder how much of the texture space is being used by unmapped space. After adding in a hand full of s3o's I hit the wall rather abruptly after toeing the line for quite some time. I was up to 380 units happily working together until I started adding in nice s30's and its likely they just cannot live happily with the existing 3do's. And I can't clean up much for existing textures to make space for the uv maps because so many existing units use the basic textures from otacontent. I hate to do it, but it looks like I'll have to break the mod into pieces and run a bunch of modinfo's to keep the texture packs as lean as possible. So much for Arm versus Core versus NATO versus Mospact versus the Rebels versus the Empire versus.... :)

Is this texture wall hindering everyone else?
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Decimator
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Post by Decimator »

s3o's don't even use that texture space if I remember correctly.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

They don't. However, each s3o texture does have its own limit of 2048x2048...but that's PLENTY for any given unit.
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MadRat
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Post by MadRat »

I think you are right, my 382nd unit seems to be the problem, not one of the s3o's. Shame that we cannot get the textures for 3do's some more headroom. It was fun putting most of Arm and Core together against the WD mod units. The whole issue with the texture limit began when I started adding in the Star Wars units. Such a massive combination of mods could of been alot of fun. Alas, I have to rethink my strategy.
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MR.D
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Post by MR.D »

If you can't texture something in less than 2048x2048 and be satisfied with the results, you need to go back to the drawing board.

Concidering TA's scale, and view distance of most models, anything above 1024x1024 is even too much IMO.

Maybe, and just maybe if you had a super detailed Prop of a building or fancy structure, or super unit would you use that much space.

If you can save space on the UV map of the model you can pack in a ton of textures in a 2048x2048, and with that you could probably have enough to texture 2 or 3 large units together on a texture of that size.

In short, the need for that kind of detail for use in Spring models is not really necessary, and would likely never be seen close up enough to matter.

If thats not really the issue, try doing some general tiles for common objects, and save the space in a large texture map for complex and unique UVmap areas.
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MadRat
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Post by MadRat »

Big difference in your point between the 3do's and s3o's. The entire collection of 3do's share one texture space equal to the texture space of one single s3o.
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rattle
Damned Developer
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Post by rattle »

One more reason to learn skinning... :)
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MadRat
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Post by MadRat »

I don't really see the advantage to s3o, other than the uv mapping and greater room for texture space. I've got loads of 3do's I'd love to convert over to Spring but have absolutely no idea how to put texture groups together. Otherwise there is too much work to move them over and skin them.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

MadRat wrote:I don't really see the advantage to s3o
MadRat wrote:uv mapping and greater room for texture space.
Also a second texture which adds easy control to reflection and self-luminace

Also i think they need less system resources.
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