Re: Desert camo T90
Posted: 2018-01-09 03:51
I got it thanks, will take a look at it this week.[R-DEV]Mr.VdHeide wrote:I have send you the .psd file.
D.J.
I got it thanks, will take a look at it this week.[R-DEV]Mr.VdHeide wrote:I have send you the .psd file.
D.J.
Because BF2 is a 32bit engine and as such, you can only load so many mbs of texture, no matter how much ram you have, and if you exceed it, the game crashes and we have exceeded that limit in the past since unlike vBF2, we have many more vehicles, weapons etc in a single map, not to mention much larger maps with a lot more lightmaps to load etc, and as such we have had to downsize textures because of it.B4rr3l wrote:I still don't get it why you guys are so afraid of large textures... nobody has 128MB cards at this days, of course wasted space or huge textures on useless stuff it's not welcome, but I would definitely go 2048 for a tank.
That translates as there is no possibility to make an HD pass on PR like Barrel is doing on his mod, right?[R-DEV]Rhino wrote:Because BF2 is a 32bit engine and as such, you can only load so many mbs of texture, no matter how much ram you have, and if you exceed it, the game crashes and we have exceeded that limit in the past since unlike vBF2, we have many more vehicles, weapons etc in a single map, not to mention much larger maps with a lot more lightmaps to load etc, and as such we have had to downsize textures because of it.
But yes, a single 2048x2048 texture is what a tank texture should be I agree as I said before in the last page (and ideally with the diffuse saved as DXT1 and normal/spec saved at 1/4 the size in DXT5), but the T-72 is 2x 2048x2048 textures (one for the chassis and one for the turret), making it basically a 4096x2048 texture, + an extra draw call for having two materials, and to put that into context that is the size of texture I'm using for my Frigate's main texture sheet, and that is a lot larger than a tank....
[R-DEV]Rhino wrote:Because BF2 is a 32bit engine and as such, you can only load so many mbs of texture, no matter how much ram you have, and if you exceed it, the game crashes and we have exceeded that limit in the past since unlike vBF2, we have many more vehicles, weapons etc in a single map, not to mention much larger maps with a lot more lightmaps to load etc, and as such we have had to downsize textures because of it.
But yes, a single 2048x2048 texture is what a tank texture should be I agree as I said before in the last page (and ideally with the diffuse saved as DXT1 and normal/spec saved at 1/4 the size in DXT5), but the T-72 is 2x 2048x2048 textures (one for the chassis and one for the turret), making it basically a 4096x2048 texture, + an extra draw call for having two materials, and to put that into context that is the size of texture I'm using for my Frigate's main texture sheet, and that is a lot larger than a tank....
You mean just moving them all into one common/textures folder or checking for duplicates?B4rr3l wrote:One more hint I spent the last 4 days grouping all the weapons textures in a single folder and manage to reduce 500MB of RAM/VRAM usage.
I moved them all but also changed the patch on each weapon mesh to point to a common folder, easier to avoid duplicated this way.[R-DEV]Mats391 wrote:You mean just moving them all into one common/textures folder or checking for duplicates?