Am Donnerstag, 7. Dezember 2006 23:36 schrieb Dennis Schridde: > As far as I know (I am not perfect, nor do I know everything about WZ): > > - UV coords are handled in the engine as being in the interval ( 0.0, 1.0 > ), because that's how OpenGL does it. If the PIE files gave explicit (non > relative) coords, then those are very probably diveded by the texturesize > given in the same file when loading into the engine. > This is much more flexible when you are going to resize the textures, Giel. > > - You don't need any map editor... You can simply extract the warzone.wz to > a data/ folder in the same directory and Warzone will load it's stuff from > there. (Overriding what is in warzone.wz if it finds the same file in > data/) > > - Binaries are at http://wz2100.net/downloads.html > > - Power of 2 textures would bring a performance benefit, correct? > I guess in theory the tiles could be regrouped to fit into a quadratic > texture, but we'd also have to adapt the maps to this change, I fear. > Generally I like the idea, but someone would have to provide a map > converter. > > - Vector graphics are probably not practical for textures... > Most textures are photographs or similar, as was said, and for the handmade > or algorithm-generated ones I don't think vector graphics would be > sensible, either. > What is defenitely usefull (and nearly required) is the > GIMP/PhotoShop/Whatever file you created the textures with... Especially if > you use multiple layers and similar. PS: When you work on the tile textures you need to keep in mind that they need to be rotationally seamless...
Maybe we can improve this for 2.1 or 2.2, to give artists willing to volunteer less headache?
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