Fragfest Mapping ?
wrote:wrote:wrote:its because ql uses png, wich is smaller than q3a targas
more time to load,And what? I converted all necessary *.png to *.tga and maps and their stuff are downloaded at once before a round. So I can't understand what you want to say.
its not about converting the stuff, tga files are larger than png, have noticed?
mzi already said what i wanted to say,
it makes loading times slower and fps lower, it'll lagWrong. png (up to 32bit) file are lossless and so are easily much bigger than most Targa files. Targa file format is very efficient (in its 16bit state) which is why most game engines use these by default. I wonder why quakelive uses png... maybe its down to the fact the maps are really really simple. You could prolly use .raw files and it would still run smooth. The only lag ive had in quake live is due to post processing.
Anyways if you want a map big enough just use a normal super huge map and retexture it. It is very easy and doesn't require much know how... maybe try and learn to do it yourself it would take maybe a few hours?
(or force off xp_Nosnow)
well, you're right but, but. Q3A uses 32 bit targas or 24bit targas. so yeah. here's a thing to think about.
Quake uses 16 bit and 8 bit as their is not much point in the other two as quake does rarely use channel based shader networks only single diffuse (tri channel) or black and white. I did see a few 32 bit tga's with aphla channels but they were only 64pixels in size so its not much to affect gameplay... when i looked briefly alot of the images were jpegs which is a surprise i didn't think quake 3's graphics were "that" out of date... In other more advance engines you use 32 bit as it allows access to alpha channel values which are basically a whole texture in its self either specular, mask or height map, original quake textures don't commonly do this however.
The reason they didn't use any higher color bit depth values was because they wanted lots of textures (to fit it into current vram specs) so they sacrificed quality for quantity (as there is sure alot of textures for an old game like this.)
edit: i keep scrolling through the quake texture folder and laugh at the tiny textures they used. poly counts werent much higher either.
suggesting two rounds of christmas fragfest: first to play silent night 30-40 ppl, and the second wintersedge with top 10 players os silent night
I could do something if i find the time
I just found out how to fix gtk on win 7. Yeeey
__________
epsislow
I have GTKRadiant on Win7 and it works. But I prefer to use Q3Radiant because of its interface and layout of the keys.
Also sometimes it's better to edit *.map files directly - with notepad or wordpad.
suggesting two rounds of christmas fragfest: first to play silent night 30-40 ppl, and the second wintersedge with top 10 players os silent night
I'm preparing both of them. The maps are ready (in deed it was done months ago). I just want to complete their sets of files.
Maybe I'll make some special editions. What is the date of FragFest?
suggesting two rounds of christmas fragfest: first to play silent night 30-40 ppl, and the second wintersedge with top 10 players os silent night
That is a great idea
Heh i love map from Call of Duty 4 called Winter Crash Really cool xmas atmosphere and this: ho ho hooo, just amazing ;D would be nice too hear something like that on winters edge xd here short vid from this map:
hey nice to hear ... i thought about around 07.12.2012 @ the moment!
yeah a complete package would be nice! but i need the time also for testing it on server before!
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