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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