Hi,
I can't seem to be able to register on realtimestrategies.net - I still
haven't got the confirmation email over a period of several days. So I'm
posting here.
In any case, I'd be interested in upconverting any existing
low-resolution textures WZ:Resurrection will be using (from the original
WZ). To test these, however, I would need some help as to how to best
load them up in the game without having to compile the source code
itself. I haven't been able to figure out precisely what you've done
to/with the source code, so I'd really appreciate a small rundown on the
process of getting the modified textures into the game with the smallest
possible amount of trouble.
That is, of course, if WZ:R supports non-fixed texture sizes in the
first place (if it doesn't, it shouldn't be too demanding to add the
support).
I'm figuring being able to jump to any campaign and having all the techs
available would be really helpful as well.
Since most textures seem to be 256x256 pixels in size, I figured the
reasonable upgrade would be to 512x512 and possibly (since there aren't
too many textures in the game) also to 1024x1024. The terrain textures
are 1152x1280 in size, so doubling these wouldn't kill anyone either on
today's hardware. I have no idea why these would have such a weird
resolution. Wouldn't changing them to a power of two make more sense?
As far as I have observed, the original textures need quite a bit of
work, not just resizing, as they are quite raw and plagued with low-bit
depth, low-resolution aliasing. In fact, I think that's the biggest
problem I had with the game - when the camera came really close to a
building, the visual quality would plummet.
Please let me know if someone is already working on this and, if not,
then how best to go about testing the textures.
Cheers
RJ
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