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[http://sourceforge.net/p/ufoai/feature-requests/481 Item 481] imported from sourceforge.net tracker on 2013-01-28 20:20:07
I think it would be a good idea to not only make a subfolder for the ufo-animations & skins, but to make a folder designated for ALL of the property textures, with subfolders for easy navigation, as the property textures are just slowing down work in UFORadiant & are not needed there @ all...
What do you think about that idea !?
===== Comments Ported from Sourceforge =====
====== mcr2010 (2010-04-15 17:38:27) ======
I would just need a decision here, because IMHO this could be very good for organization & 'readabilty' in textures...
@ this moment in time reorganization can be made with little effort, so timing is important here.
If we will have loads of property textures & animations & make the decision to do that then, we would have to rewrite all mat files also, to make this work, so we should decide 'early' here...
====== tlh2000 (2010-04-15 18:12:37) ======
i don't think that we need to reorganize something - as there won't be dozens of new textures hopefully. try to not waste resources - some users have older cards and would kill you if you would waste there gpu mem ;)
try to think about adding animations with as less as possible textures. most thinks can be done with the color settings of the material stages, with rebuilding some small brushes and split them to be able to use the scroll or stretch feature of the material system. i would also accept patches that would extend the material system - but i really don't want hundreds of new textures in the svn.
====== mcr2010 (2010-04-15 19:56:19) ======
You are the decider here, but you should know by now, that I am only trying to improve things & USE RESSOURCES WISELY...
I can stop the project UFO-animations also, if you like me to...
I just want to note here, that everyone (except one person), who took the time to actually look @ what I did was very satisfied with the results.
I have to tell you that I will stop this, if I cannot use hundreds of frames as they are necessary to make this new system work, which on both of my machines runs fluently & even started on a old dual-core laptop without any opengl capabilities or 3d acceleration without even being optimized...
I agreed already to make everything with code that can be made with code, but I am really not able to make good looking screen-overlay animations with just 4 frames or so...
Also I want to note here, that the frames I made CANNOT be compared with frames of a full texture animation, as they need only 17.2 MB for over 2700 frames, 1992 frames have less than 3kb per frame, 780 of those use 1kb/frame...
Only 54 files have more than 50KB & most of those are skins & this data is all from v2 of this...
Please make your decision, or take some time to make it, as the work on the animations is paused @ the moment anyway...
====== mcr2010 (2010-04-28 10:21:32) ======
I still would need an answer here.
(They are all 32bit rgba & the sizes below refer to 32bit rgba frames.)
Give me just a limit, like 1000 frames or so... - You will see it will look great & will be a top upgrade, which almost does not cost us anything regarding to performance...
====== mcr2010 (2010-04-28 10:27:54) ======
Maybe the 'slowing down work in UFORadiant' shocked you...
I mean by that, that for the mapper who does not use property textures @ all in UFORadiant, as they are defined in the material files only, having those mixed together in the same folders like all other textures slows down work...
Not with my system, which would speed up the workflow for the mapper as he does not get distracted by those property textures (animation frames) when they have their 'special' folder...
I really hope you understand.
====== mcr2010 (2010-06-25 19:31:20) ======
Will close this as this is old & obsolete.