Frictional Games Forum (read-only)
CUSTOM MATERIALS - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html)
+--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html)
+---- Forum: Development Resources (https://www.frictionalgames.com/forum/forum-42.html)
+---- Thread: CUSTOM MATERIALS (/thread-16064.html)

Pages: 1 2 3


RE: CUSTOM MATERIALS - Traggey - 06-15-2012

(06-15-2012, 04:16 PM)BlingBoyOto Wrote:
(06-15-2012, 06:01 AM)Traggey Wrote: Khyrpa is right, these could really use mipmaps.
Im not doing it.......
I need time for making Parallex Mapping better .
Simply exporting the textures as .dds instead will automaticly generate mipmaps for it.


RE: CUSTOM MATERIALS - asghdrew - 06-16-2012

Don' t have time to do that and then make a package of it again and upload it on mediafire........


RE: CUSTOM MATERIALS - Traggey - 06-16-2012

(06-16-2012, 06:06 PM)BlingBoyOto Wrote: Don' t have time to do that and then make a package of it again and upload it on mediafire........
Simply explaining to you how it's done since you didn't seem to know of it, no need to get defensive.


RE: CUSTOM MATERIALS - Hardarm - 01-21-2013

BUMP!
Using them.
And they're pretty neat so why not bumping.


RE: CUSTOM MATERIALS - Traggey - 01-22-2013

Because no mipmaps~ Yay, mipmaps = better preformance.

T's a thing.


RE: CUSTOM MATERIALS - Hardarm - 01-24-2013

(01-23-2013, 11:32 PM)Robosprog Wrote: .. WHAT IS ALL THIS TALK OF MIP AND BIT AND BOOPER AND BOOFER WHAT THE FUCK?
[Image: 3005.jackie-chan-meme-why.jpeg]

u mad or u bad


RE: CUSTOM MATERIALS - Adny - 01-24-2013

(01-23-2013, 11:32 PM)Robosprog Wrote: .. WHAT IS ALL THIS TALK OF MIP AND BIT AND BOOPER AND BOOFER WHAT THE FUCK?
[Image: 3005.jackie-chan-meme-why.jpeg]

most productive post I've ever seen. 11/2


RE: CUSTOM MATERIALS - Statyk - 01-24-2013

Mipmaps are in .dds textures. They cut and shrink the original image over and over, and in games, like Amnesia, the further you get from those textures, the less detailed the textures get. It's for optimization.


RE: CUSTOM MATERIALS - Argoon - 01-24-2013

Power of 2 textures are required for dds format because that's what GPU's like, some old GPU's don't even render non power of 2 textures, dds is also a file format made by Nvidia especially optimized for GPU's and should always be used if supported by the game engine, dds dx1 should be used for simple diffuse textures and dds dx5 should be used for normal maps and transparent textures (alpha map), to export dds textures you can use the nvidia plugin for photoshop or even use the free paint.net image editing program.

Having said that the wulfen textures should already be power of 2 because Doom 3 also requires that.

For the ones that don't know power of two textures can be.

32x32
64x64
64x32 or 32x64
128x128
512x512
512x128 or 128x512
1024x1024
1024x512 or 512x1024
2048x2048
1024x2048 or 2048x1024
etc
etc