Ok we’ve come to the point that we are texturing alot of our models now. Basically most of us are curious as to the support for different sized maps. For example Battlefield 2 supported up to 2048X2048, but quake 4 does some funky stuff if its anything above 1024X1024 same with Doom3…so as far as texture maps any clue as to the supported sizes?
In addition i was wondering on if the engine will support glow maps and reflection maps. Thanks again.
if you looking for information on a specific game or quake four you should find an appropriate forum to post this in and you will get much more useful info back
and if your talking about texture maps at those sizes then your looking at a hell of a lot of memory and performance going into those textures
Yes i’m asking for QW:ET, and 1024X1024 texture maps are actually very small, unless you’re talking about Quake 2 or Duke Nukem lol.
In addition i’ve already received some very important answers to some very important mod related questions from the devs on this forum, so thanks for your input but this is important information to the mod teams currently working on mods for QW.
I think you will hit the limit with 1024x1024. Now if you depend on 2048x2048 textures, you might be skinning too large parts of your model with one and the same texure. Try breaking it up to legs, body, etc.
This would also offer an advantage: if the legs are textured with the same texture as another model in-game, the engine would only need to load the legs texture once. (Thus increasing performance.)
Basicly, my point is “work around it”. 2048x2048 textures might be rich in details, but they also mean that you’ll performance hit will be 4x worse as you have with 1024x1024.
Remember that “FPS is King”.
Glow maps? Not that I know off.
But that doesn’t mean you can’t make a surface glow: you’d just draw the glowing outlines into a texture, and blend it trough by writing an apropriate material. (See .mtr files) This way, you can even let it pulse.
As for reflection maps: don’t think so. Alternatively, you can use specularmaps which at least gives the surface a shiny feeling when it’s lit.
when you consider screen resolution and mip mapping having such a large texture might be wasteful for one model but AFAIK using one large image to texture 3/4 models would be better since you rendering all three while sending only one texture to the graphics card
i think thats the basic idea behind texture sheets anyway