On Thursday,  7 December 2006 at 10:08, Giel van Schijndel wrote:
> zz zz schreef:
> >> From: Ranger Joe <[EMAIL PROTECTED]>
> >> 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.

This list or the forum on wz2100.net is the right place,
realtimestrategies.net is more or less dead. Where did you get that
address from? Perhaps we can change that...

> >> That is, of course, if WZ:R supports non-fixed texture sizes in the
> >> first place

It does.

> >> 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?

Depends. Currently it works, if you can change it in a way that still
works, it'll probably be added.

> > with 2.0.5rc1+? you can create a folder called 'data',then create a
> > sub-folder of 'data' called 'textpages' and copy new texture files

                                 texpages

> > there,it'll override the ones in .wz files that comes with
> > 2.0.5rc1.Also you need to change the pie file's texture info
> > accordingly to use 512x512 textures I think.
> Are you sure the pie-files support 512x512 (or higher) because I've read
> somewhere that there is a limit to it (256x256 I believe).
> 
> @Ranger Joe: it is also important to modify the U/V coordinates in the
> PIE-files when modifying the textures.

As long as you keep the relative positions, you don't need to adjust
anything in the PIE files. The size value isn't used anymore, that was
for the software renderer. The texture coordinates are relative, all you
need to do is upscale the old texture and add your new textures.

You can just unzip the data.wz file to see the used file structure, and
then replace whichever files you like. (Warzone will use real files if
it finds some, or what is in data.wz if there are no files.)

> PS It would be nice if you (or anyone for that matter) made the textures
> as vector graphics. So that they can be reproduced at higher resolutions
> without much trouble.

I don't think most textures will use vector graphics but photographs or
other raster graphics as base. Vectors are useful for plain colours or
gradients, but not structures as used in textures (dirt for example -
you want a more detailed structure and not just enlarged blotches).

But even for raster graphics, having the original Gimp file with all
layers and base images would be nice, so the textures can be adapted for
future use (for example in new models in another format and higher
resolution textures).

-- 
Function reject.

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