On Thu, 07 Dec 2006 00:58:17 -0500 Ranger Joe <[EMAIL PROTECTED]> 
wrote:
>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.
The "new" forum home is at http://wz2100.net/


>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

>From what I have read in the past, you could just do your work from 
the old texture files once you unzip the warzone.wz file, then use 
the 32bit map editor for your new textures and see how it looks.  
That is what I think the old artist did.

Right now, you would have to compile the source code to support 
bigger textures than what is default.  I think your best bet is to 
contact lav_coyote, since he is a map maker, and knows pretty much 
all there is to know about this subject since he did all the beta 
testing as stuff from the old artist.
I am pretty sure there is really no limit on the 32bit map editor 
besides being power of 2 tiles, so you can make 512x512 if you 
want.  You may also want to check out the old artists work.  
(Contact lav_coyote again).







Concerned about your privacy? Instantly send FREE secure email, no account 
required
http://www.hushmail.com/send?l=480

Get the best prices on SSL certificates from Hushmail
https://www.hushssl.com?l=485


_______________________________________________
Warzone-dev mailing list
[email protected]
https://mail.gna.org/listinfo/warzone-dev

Reply via email to