Development > Artwork
Ortnok Upgrade
Mattn:
not from my side
MCR:
I will use 24bit pngs as this is the best format available for us @ the moment regarding textures, but filesizes WILL be much bigger (but quality also), because I quadruple many body resolutions & I do not want to tell you about the heads ;)
We could save filesize by using jpgs, because here we do not need transparency @ all & md2s have problems with textures using the alpha channel anyway, but it really is not recommended to use jpgs as textures, because of many reasons, I will just post one funny link here describing those called 'JPEG's are Evil too.':
http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html
This is quite important information regarding jpgs & textures, so that is why I do not want to use jpgs anymore, when creating new textures...
Also I will NOT change the texture-resolution-references inside the .md2 files as the perl-script sometimes is having troubles doing that...
There will be no problems whatsoever in-game, everything will work fluently this way...
@Mattn: Please tell me if this information is read out somewhere by the code, because if it is needed somewhere I could try to manipulate the md2s with a hex-editor as the perl-scripts sometimes 'damage' the md2s somehow...
Mattn:
no jpeg - use png - what is the resolution you are using?
MCR:
heads: 512x512
bodies: 512x512
essentially the same resolution like the one that is already used for Ortnoks with medium & light armor...
But those filesizes would also increase as I am making different head versions for them & am increasing contrast & sharpness, so they will not looked 'washed out' anymore....
Mattn:
that's still ok ;)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version