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mcgrass
Beta Trapezoid
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Wednesday, May 18, 2011
Like in the topic, this will be about textures, and my first question is, how big should a sky texture be ? For example I'm trying to make a sky texture for a map, with some clouds and stuff, but I have no idea what resolution should it be.
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SAMCROSS
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Wednesday, May 18, 2011
A whole sky in one single texture then I would say 2048X1600 or something like that.
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ssj6vegeta
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Wednesday, May 18, 2011
samcross look in the clan thread I need you're opinion on something
ontopic: I'm not really sure I don't wquite remember O.o
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najeeb
My Sir
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Thursday, May 19, 2011
320x640 pixels
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mcgrass
Beta Trapezoid
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Thursday, May 19, 2011
najeeb wrote : 320x640 pixels
thanks but isn't it too smal ? I want to make some clouds, and such small texture will look awful
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Laguna|DaGGeR
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Thursday, May 19, 2011
512x512 standard size
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mcgrass
Beta Trapezoid
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Thursday, May 19, 2011
I've made a sky texture to the kame house map, (a bit too big but I think it looks good anyway ) I used some screens from the anime so now it would look more animelike than it is now
Now:
ref.
My texture And a combined effect
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RoganX
Classy
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Thursday, May 19, 2011
Not to shabby, that looks pretty good.
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mcgrass
Beta Trapezoid
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Thursday, May 19, 2011
RoganX wrote : Not to shabby, that looks pretty good.
thanks, and here's a new version with better side linking ^^ (and one more a bit brither )
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TRL
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Thursday, May 19, 2011
It shouldn't be any bigger than 512.
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mcgrass
Beta Trapezoid
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Thursday, May 19, 2011
TRL wrote : It shouldn't be any bigger than 512.
but why? it won't look good with such irregular clouds... but I will try to somehow make it smaller...
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mcgrass
Beta Trapezoid
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Thursday, May 19, 2011
I wish someone could show me the ingame effect with this texture I wonder how will it look, I would do it myself but I have no idea how *intense laughter*
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SAMCROSS
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Friday, May 20, 2011
mcgrass wrote : I've made a sky texture to the kame house map, (a bit too big but I think it looks good anyway ) I used some screens from the anime so now it would look more animelike than it is now
Now:
ref.
[img]http://images.wikia.com/power level.dragonball/images/3/37/Kame-House.jpg[/img]
My texture And a combined effect 
Where did you actually get that map ?
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RoganX
Classy
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Friday, May 20, 2011
mcgrass wrote : I wish someone could show me the ingame effect with this texture I wonder how will it look, I would do it myself but I have no idea how *intense laughter*
Can you use GIF's as textures or do they need to be PNG's?
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ESFER25
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Friday, May 20, 2011
RoganX wrote : mcgrass wrote : I wish someone could show me the ingame effect with this texture I wonder how will it look, I would do it myself but I have no idea how *intense laughter*
Can you use GIF's as textures or do they need to be PNG's? Gifs are really low quality.
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mcgrass
Beta Trapezoid
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Friday, May 20, 2011
ESFER25 wrote : RoganX wrote : mcgrass wrote : I wish someone could show me the ingame effect with this texture I wonder how will it look, I would do it myself but I have no idea how *intense laughter*
Can you use GIF's as textures or do they need to be PNG's? Gifs are really low quality.
true, and I think that jpg's are used as textures
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Domo-Kun
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Friday, May 20, 2011
mcgrass wrote : ESFER25 wrote : RoganX wrote : mcgrass wrote : I wish someone could show me the ingame effect with this texture I wonder how will it look, I would do it myself but I have no idea how *intense laughter*
Can you use GIF's as textures or do they need to be PNG's? Gifs are really low quality.
true, and I think that jpg's are used as textures  PNG's are the best quality but jpg's are used in most games so it doesn't lag for people with crappy pcs
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Surge
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Friday, May 20, 2011
excellent mcgrass
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Zeth
The Admin
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Saturday, May 21, 2011
PNG's are the best quality but jpg's are used in most games so it doesn't lag for people with crappy pcs
PNGs are lossless. JPGs are lossy.
While JPGs often consume less disk space with a high-detailed, high-resolution image, PNG can reap much greater benefits if you are able to palettize/index your colors to a minimal amount. Both formats are loaded as uncompressed bitmap data in video memory and thus would consume the same area.
The difference in performance usually comes in that JPG's support 3 channels (red, green, blue) while PNGs support 4 (red, green, blue, and alpha). The additional alpha channel when used for actual alpha-based effects can cause overhead in some cases.
The DDS format is actually more commonly used in games since it can offer on-card compression (albeit lossy). An explanation of some of DXTC profiles used by DDS can be found here.
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