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Re: New Level Design Tutorial Almost Completed
[Re: Commander_Josh]
#20188
03/09/04 22:34
03/09/04 22:34
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Joined: May 2003
Posts: 212 Finland / Helsinki
Don Pedro
Member
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Member
Joined: May 2003
Posts: 212
Finland / Helsinki
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Wish I had had this last spring when I started... Well doing things the hard way can be very educational Anyway - looks great, lots of valuable information! I'm sure it makes life a lot easier for beginners (which I still am) and even for more advanced ones.
The only place where success comes before work - is dictionary.
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Re: New Level Design Tutorial Almost Completed
[Re: Commander_Josh]
#20193
03/11/04 04:29
03/11/04 04:29
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Joined: Nov 2003
Posts: 76
muyoyo
Junior Member
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Junior Member
Joined: Nov 2003
Posts: 76
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I am confuse on texture memory conservation is it the file size of texture matter or the texture size itself...take a look here http://www.slackiller.com/tommy14/tex-dimensions.htmThis is for HL but i am really confuse...can some1 tell me?
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Re: New Level Design Tutorial Almost Completed
[Re: muyoyo]
#20194
03/11/04 04:57
03/11/04 04:57
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Joined: Jul 2000
Posts: 11,321 Virginia, USA
Dan Silverman
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2000
Posts: 11,321
Virginia, USA
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Quote:
I am confuse on texture memory conservation is it the file size of texture matter or the texture size itself...take a look here
It is not the file size of the texture itself. The same pixel sized image saved as a BMP, PCX and TGA will all be different sizes as far as file size is concerned (i.e. Kb). All three textures will consume the same amount of video memory, though. The texture will go through a conversion process so once the texture hits the video card it is not a BMP, PCX or TGA anymore. It is simply a (insert pixel size here) image and that is all.
I hope that helps a little.
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Re: New Level Design Tutorial Almost Completed
[Re: Dan Silverman]
#20195
03/11/04 05:20
03/11/04 05:20
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Joined: Feb 2003
Posts: 2,826 Margaritaville (Redneck Rivier...
myrlyn68
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
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Depending on a few things...
DDS format retains compression in video memory. Certain engines are able to utilize other compression methods for reducing the memory foot print as well. Currently with 3DGS, it does not support any compression methods - so a 512x512 texture will take up the same ammount of memory no matter what. Hopefully though they will add DDS support soon, as that can be of great help in reducing your overall memory load.
Virtual Worlds - Rebuilding the Universe one Pixel at a Time.
Take a look - daily news and weekly content updates.
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Re: New Level Design Tutorial Almost Completed
[Re: myrlyn68]
#20196
03/11/04 05:56
03/11/04 05:56
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Joined: Jan 2004
Posts: 585 Alexandria, VA
Alkai
Developer
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Developer
Joined: Jan 2004
Posts: 585
Alexandria, VA
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That's very interesting, myrlyn... thanks for that tidbit of info...
If you gaze long into an abyss, the abyss will gaze back into you.
3.0 GHz Pentium 4 w/HT
1 Gig 400mhz DDR SDRAM
128mb NVidia GeForce FX 5200
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