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Author Topic:   Texture size guru question (MH or any other experts)...
Laika 801
Pilot
posted 06-23- 07:14 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Oleg from Maddox was so kind to send me some screenshots of soviet instruments, one problem here, it is impossible (I really tried it half of the day) to "paint" them in 64x64 pixels. I read a post (I think it was Bryan ..?) and I looked how much kb a 16 Mil. colour pic in 64x64 will take -> 12 kb. A 128x128 pic in 256 colours would take 17 kb. So I would do all the instruments in 128x128 to keep them accurate, photorealistic and read-able.

And now the Question - Does the graph-engine handle 256-coulour textures (I did a small and quick test and no problems so far) and does this "trick" really save texture cache/space ??? Or not ?

If this would work and if this would save texture space, we could reduce the colours of most of the inside textures (and gear etc.) and instruments, and so we could use more textures on the outside...

Thanks for the answer !

I pray


LK

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Laika 801
Pilot
posted 06-23- 07:21 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I asked the calculator

15 instruments 128x128x16 Mill. colours = 720 kb

same with 256 colours would only be 255 kb !

Please Please Please ! Let it work !

LK

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Laika 801
Pilot
posted 06-24- 04:03 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
..and 15 "normal" instruments would be 180 kb..

?

LK

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Bryan Russell
Pilot
posted 06-24- 07:43 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
When the game is doing all of those tick marks at the start, one of the jobs it is doing is converting textures to a format that is fiendly to the video card.

I suspect that except for software rendering all of the other modes use a 16 bit colour depth so your calculation might be

128*128*2 per dial which = about 32k plus there would be some overhead.
15 dials = 480k plus any overhead.

In case I didn't make it clear up there, all of the textures will probably be 16 bit internally wether the physical texture is 8 bit (256 colours) or 32bit (16m colours)

The easiest way to make the 64x64 textures is to just make a big one and re-size it in the paint program. If you do this you could also offer an alternative set of hi-res textures for those with more vid memory!

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Laika 801
Pilot
posted 06-24- 07:59 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
OOOOOOOOhhh -

I thought that something like this could be the "problem".


The problem with the 64x64 size instrument textures is that they are just too small, I did 128x128 and resized it in 3 different ways, allways with a crappy result. Soviet instruments got some text/describtions/units on them, and this is impossible to do in 64x64.

Are 480 too much for a good readable panel ?

lk

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Bryan Russell
Pilot
posted 06-24- 09:23 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
For guys with 32M or greater cards, you could probably use 128x128 without too many probs, maybe even 256x256 at a pinch, and also include some not so good 64x64's for those that need them.

The only problem with this theory is the texture w and h setting, which might take the 128x128 and make them 64x64 or take the 64's and make them 128's

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Michael Harrison
General
posted 06-24- 01:06 PM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
The file size for a texture does not relate directly to the size of the texture as used by the engine.

On startup we convert all the textures to the format that the renderer wants. For our current crop of hardware renderers, they all use 16bit textures.

This means that you have to remember to multiply by two when computing the memory footprint of your texture, regardless of bit depth or size of the original.

16x16x2 = 512 bytes
32x32x2 = 2048 bytes
...
256x256x2 = 131072 bytes

plus about a dozen bytes of overhead per texture.

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Aui
Pilot
posted 06-24- 01:09 PM     Click Here to See the Profile for Aui   Click Here to Email Aui     Edit/Delete Message   Reply w/Quote
Yes, Bryan is right in that you have to have two different cockpit .sm:s if you want to use different resolutions. But please also do the version with 128x128 textures and reflective glass! I love realistic cockpits! I think Bryan is right about the colour depth issue too... in game the graphics engine uses 16bit textures to my understanding of what Michael has told earlier.

Btw, the game doesn't resize textures that very well by it's own - so if you want a 128x128 to be 64x64 I would instead resample it myself than let the game do it at loading.

//Aui

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Aui
Pilot
posted 06-24- 01:10 PM     Click Here to See the Profile for Aui   Click Here to Email Aui     Edit/Delete Message   Reply w/Quote
Hup, too late... but at least it seems I was right

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Laika 801
Pilot
posted 06-24- 02:29 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Thanks ! Unfortunately this mean work, more work and even more work. And free time is rare (exams start in about 3 weeks). Cockpits in .sm files - hmm thats really a thing I dont like too much.

Anyway, it should be realistic in 64x64 too, I'll try to do some nice textures. Of course this will took some days. Maybe Zoy is inerested ?

LK

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Tailslide
Pilot
posted 06-24- 03:02 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Laika, check your email think I found a good compromise

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Sv
Pilot
posted 06-24- 03:08 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Laika,

Experiment with the SE5a. It has a photo-real cockpit that Nuum did, and he went NUTS with textures. YOu may see what worked and what didn't. All in all the SE5a sucks up too much texture memory to be practicle I think.


------------------
-Sv =FC=

WWI in SDOE!


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Laika 801
Pilot
posted 06-24- 08:09 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Sv - believe me I checked alot of things One bad thing is that the Pe2 has 15 different instruments...

Tail - no new post so far, might be a problem with the mail server, please try the new mail-dress I've send to you - thanks !


...so I can choose: photrealistic textures (large) or crappy but readable textures (small - see I16) - I assume I'll have to do both right ?...

See you next year

LK

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Tailslide
Pilot
posted 06-24- 08:42 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Laika I resent to the new email address. The one I sent is still as readable as the 128x128 but uses half the texture memory.

TS

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