How does the texture system works in GS?

Posted By: dengesiz

How does the texture system works in GS? - 10/31/07 09:26

Hi,
we just started using gamestudio for a project; in which we are modeling a small town. We are using 3ds max for the modeling, not the med. Each house in the town will consist of approximately 600 - 800 triangles and there will be around 100 houses in the town. Other than that we are planning to model trees, rocks, animals, villagers walking around. We are considering to use texturemaps of size 512x512 (1024 would be even better..) and other than that bump, normal, reflection maps if we can.

What we are wondering is a performance issue. Since we have not modelled, unwrapped uvw's and texturemapped all the houses yet , we are doing performance tests using 2 or 3 houses and their clones. In a scene such as this (3 houses and their clones that makes up the 100 houses) will we be observing an accurate demonstration of the final performance of the game, Or will the results be deceiving because of the fact that the clones of these houses are using the same texture map? What I mean is: does the gamestudio reloads the texture for all the houses even if the texture is the same, or not?

Thank You very much
Posted By: demiGod

Re: How does the texture system works in GS? - 10/31/07 09:56

My advice to you is make some tests with external .dds texture files, it will increase the performance, because it uses .dds files, because textures are external and because you can use shared textures across files.

See in MED -> Skin Settings
Posted By: dengesiz

Re: How does the texture system works in GS? - 11/01/07 10:49

Thank you for your reply. I will try that out and inform you about the results. Thanks again
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