Re: HQ Textures
Posted: Fri Jun 01, 2012 4:12 pm
Then again you can always scrub it down with some forced x16 antistropic.
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like i said, it didnt work anyway. so need to take that out of context, son. i used 2048^2 for VSR map Ancient Outposts, I think all but one were that size but I don't remember. load up vsr and checkout the ground texture's detail. and on excavation I used 1024^2 for all of them IIRC, still working on it.MrTwosheds wrote:That is a bit big really, I figure most people use 1280 x 1024 screen resolution, so the only people who are actually going to see a full 4098x4098 texture are those with really huge monitors.I once used 4096x4096 while developing maps for vsr
Just got to be a bit sensible what sizes you use for what. 512 is ok for terrain detail, use 256 or 128 for layer 0, so hardcore retrogamers can still play on their steam powered pc's.
Units look great with 1024x1024, the high detail does not appear until you get close to it. That's what the dxtbz2 does, very good at being optimal.
I have used 2048x2048 textures for sky domes, because they look better that way, that's the only place I use them at that size.
Sorry I just couldn't resist it.Ahh! It pee'd on me?!
This is the bz2-stock-texture, should we begin our work with the stock-textures?MrTwosheds wrote:Sorry I just couldn't resist it.Ahh! It pee'd on me?!
Oh good point I think the zip only has dxtbz2 in it. I could add the psd or a png
There is one other way, but its complicated and involves working on the xsi'sI still wish there was a proper way to apply a team color mask of some kind to units in BZ2, it would be one more little thing to bring the game up on par with others when it comes to graphics.
But cutting the mesh along texture lines you also cause your colonizations to only be correct for the default skin.MrTwosheds wrote:There is one other way, but its complicated and involves working on the xsi'sI still wish there was a proper way to apply a team color mask of some kind to units in BZ2, it would be one more little thing to bring the game up on par with others when it comes to graphics.
3dsMax can apply materials per face, if a model is made like this, 2 textures can be used on it, one with the team colour one without, this can be exported to an xsi. I am using a combination of this and glow texturing for the Dalek race, the result is quite pleasing. Doing this to the stock models is probably not a viable plan though.
The brassy colour on my avatar here is all team color, both textures are actually mostly a grey colour.
Sorry? in english?But cutting the mesh along texture lines you also cause your colonizations to only be correct for the default skin.