Christian Ohm schreef:
> On Thursday,  7 December 2006 at 10:08, Giel van Schijndel wrote:
>   
>>> 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.)
>   
So if I understand correctly the U/V coordinates are now relative to the
specified size? E.g. if the specified texture size is 256x256 a U/V
coordinate of (32,32) really means (12.5%,12.5%) relative to the actual
picture's size?

This seems a bit cumbersome to me; since specifying absolute U/V
coordinates based on the actual picture's dimensions seems more
intuitive to me. More than relative U/V coordinates that is.
>> 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).
>   
Probably true for stuff like sand, etc. Some building's textures however
would easily be described by vector graphics. That aside, I do agree it
is probably best to have the original source files from textures.

--
Giel

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