Very large city map
- Lucius Octavion
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- Reinchard
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- Location: Beuthen - city of tunnels and legends
- Enjay
- Developer
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- Location: Scotland
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- wildweasel
- DRD Team Admin (Inactive)
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- MauricioRocks
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- Mortarion
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ommfg tha looks cool...
I wont be like the others and say I cant wait for release(though I cant)
The textures look great, the game looks great the arictecture is trancendant!
How's syskesccorps models coming on?
*RANDOM IDEA!!*
What about some kind of zombier invasion map?(would be cool, hiding out in bulidings with a rifle! ...would need a script to limit the zombies numbers though)
I wont be like the others and say I cant wait for release(though I cant)
The textures look great, the game looks great the arictecture is trancendant!
How's syskesccorps models coming on?
*RANDOM IDEA!!*
What about some kind of zombier invasion map?(would be cool, hiding out in bulidings with a rifle! ...would need a script to limit the zombies numbers though)
It's Arma-goddamn-M*****ing-geddon.
- wildweasel
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- Mortarion
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- Location: An empty city somewhere
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THIS IS NOT AN UPDATE FROM REINCHARD!
Well, well, well, It's June(read- apparent release soon)
and I'm still on the edge of my seat...
well, I would be If I hadn't fallen off several times and got back up...
but I'm back on the edge of my couch(gotta love living room dooming xD)
Well, well, well, It's June(read- apparent release soon)
and I'm still on the edge of my seat...
well, I would be If I hadn't fallen off several times and got back up...
but I'm back on the edge of my couch(gotta love living room dooming xD)
It's Arma-goddamn-M*****ing-geddon.
- Reinchard
- Posts: 140
- Joined: Wed Aug 08, 2007 8:10
- Location: Beuthen - city of tunnels and legends
Ha, ha, I said july, not june. Easy, I do what I can After work I consecrate to this map lots of time. I have some trouble with size of this monster. On this day wad have something about 100 MB, but I work on it. This can be big problem for many people which they will want download this. But I can replace png with jpg textures, this looks hideously. What do you think about this?
- Mortarion
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- Rex Claussen
- Developer
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Reinchard wrote:....I can replace png with jpg textures, this looks hideously. What do you think about this?
- 1. If it looks hideous, don't do it.
2. I'm not sure how much file size reduction you can achieve by converting from .png to .jpg. PNG format files usually tend to be fairly compressed to begin with.
3. Converting from .png to .jpg will result in going from a great many colors to the limited color palette of .jpg format images. This is probably why your converted textures come out looking like shit.
- 1. Use narrower tree sprites
2. Widen the street and the hedges on which the trees sit
3. Remove the trees from that street
- Enjay
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I certainly agree that if it looks hideous, you should not do it. Why spoil a map that is set up to be a visual feast of photorealistic buildings by putting jpeg artifacts all over the place?
JPG files are, in my experience, quite a bit smaller then PNGs but the loss of quality at the size of textures is noticable. There shouldn't be a drop in the number of colours though. JPGs are not paletised.
JPG files are, in my experience, quite a bit smaller then PNGs but the loss of quality at the size of textures is noticable. There shouldn't be a drop in the number of colours though. JPGs are not paletised.
- Reinchard
- Posts: 140
- Joined: Wed Aug 08, 2007 8:10
- Location: Beuthen - city of tunnels and legends
Thanks for opinion. About trees - I have dilemma. Street can't be wider because I decided to hold on true sizes. I know, this looking little strange, but I don't want remove trees.
If I make two versions of wad: one with low res nad second with high-resoultion textures, then I will have make two different maps, with different textures X Y coordinates. Double work.
Maybe if I remove some not necessarily textures, I will reduce size of wad to 90-80 MB. I hope, this will be no problem to you guys, if you want download it.
IS IT?
If I make two versions of wad: one with low res nad second with high-resoultion textures, then I will have make two different maps, with different textures X Y coordinates. Double work.
Maybe if I remove some not necessarily textures, I will reduce size of wad to 90-80 MB. I hope, this will be no problem to you guys, if you want download it.
IS IT?
- Enjay
- Developer
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I've got a slow connection but I'm happy to put up with a long download time for something I think will be good. Just make sure you upload it to somewhere that I can stick a download manager on to it.
As for the X Y offset problem, it's probably too late now, but if you set your hi-res textures up using the texture1 lump and set them to use "world units" for offset values, hi res textures and equivallent normal resolution textures will offset exactly the same. In fact, that's precisely why I asked for the feature a number of years ago. If you are doing it by hirestex - I'm not so familiar with that format but, at least for replaced textures, I thought it kept offsets correct too.
However, again I'd say a big part of this project's appeal is the way it looks. I personally wouldn't want to compromise that - as much as low-res textures would - just to make the file size smaller.
As for the X Y offset problem, it's probably too late now, but if you set your hi-res textures up using the texture1 lump and set them to use "world units" for offset values, hi res textures and equivallent normal resolution textures will offset exactly the same. In fact, that's precisely why I asked for the feature a number of years ago. If you are doing it by hirestex - I'm not so familiar with that format but, at least for replaced textures, I thought it kept offsets correct too.
However, again I'd say a big part of this project's appeal is the way it looks. I personally wouldn't want to compromise that - as much as low-res textures would - just to make the file size smaller.