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Author
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Topic: Tiff sizes
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Aladar Pilot
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posted 10-07- 02:25 PM
Alright, after much praying and soul searching I am ready to continue on the Barracuda. Ok, first question. Is 336x336 a good tiff size? Here is a picture of the tiff. I managed to squeeze all of the fuse and wings into one tiff (hmm.. now that I think of it, I am forgetting the horizontal stabalizers). So, will this be alright?------------------ "Don't move, if we scatter, he'll pick us off! Stand Together!"~~Aladar IP: Logged |
JT Pilot
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posted 10-07- 02:49 PM
Layout looks good, but keep in mind that the game will resize that to 256x256... the maximum size for any tif in SDOE.Also, unless there are any special markings that make the bottom surfaces of one wing different from the bottom surfaces of another, I would use the same bit of texture for both wings. That will, in turn, give you plenty of room for other stuff. JT IP: Logged |
Aladar Pilot
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posted 10-07- 03:00 PM
So you think I should resize to 256x256 and re-mapp? If I should, it wouldn't be too hard because I've only mapped the noze and fuse (witch, to my surprise, was rather easy).IP: Logged |
DanW Pilot
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posted 10-07- 03:07 PM
Chop it up into two 256x256 tiff files. Use repeating textures for the bottom parts of the wings front and back (since RAF had roundels on both sides)This way you can squeeze more resolution out of the two files and have a better texture. IP: Logged |
JT Pilot
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posted 10-07- 03:15 PM
>So you think I should resize to 256x256 and re-mapp? As long as you shrink it down proportionally, you don't need to remap. A 336x336 texture is essentially the same as a 256x256 texture, but larger. In any case, you can leave it at 336x336... just know that the game will shrink it to 256x256.
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Aladar Pilot
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posted 10-07- 04:11 PM
So your saying if I shrink it to 256x256 I won't need to remap?IP: Logged |
JT Pilot
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posted 10-07- 04:44 PM
>So your saying if I shrink it to 256x256 I won't need to remap?Correct. You will not need to remap. IP: Logged |
Aladar Pilot
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posted 10-07- 04:49 PM
Whew, thats great news. Thanks alot guys! Whoever said it was easier to map as you go was right![This message has been edited by Aladar (edited 10-07-2000).] IP: Logged |
Aladar Pilot
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posted 10-07- 04:59 PM
I cant downsize it without it turning to crap. Help.IP: Logged |
DanW Pilot
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posted 10-07- 08:15 PM
What are you mapping in? max or ac3d?IP: Logged |
JT Pilot
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posted 10-07- 08:28 PM
>I cant downsize it without it turning to crap. Help.In that case, you may need to follow Dan's suggestion... which means you'll probably have to remap. IP: Logged |
Aladar Pilot
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posted 10-07- 09:39 PM
I mean I cant downsize the Tiff without the tiff looking like crap. I use AC3d, well, looking at the colors, the black is what really stands out, maybe it wont when it blends in, or maybe I'll just let SDOE make it smaller.IP: Logged |
Tailslide Pilot
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posted 10-07- 11:32 PM
I know 256x256 is the limit for glide, but doesn't SDOE allow larger textures in D3D? I was thinking it would be fun play with doubling the texture sizes to 512x512 and keep the same mapping. TS
------------------ Patch It! www.airsims.com IP: Logged |
Razer Pilot
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posted 10-08- 12:01 AM
what graphics program are you using to do the scheme?------------------ Tony "Razer" Martin "Making SDOE a dangerous Place, One plane at a time!" FS Hangar IP: Logged |
DanW Pilot
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posted 10-08- 07:39 AM
You can't resize a bitmap that is so small to a lower resolution. Anytime you resample a bitmap, you loose graphics quality. You will have to re-paint the .tif at 256 x 256.IP: Logged |
Spanky the Mad Dog Pilot
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posted 10-08- 07:47 AM
Spanky here... Why not just go with 2 256x256>? we are almost all using decent vid cards now. A couple planes are using 2 why not this one? IP: Logged |