Ok.. after fooling around with the autogen SDK, and after reading the HOLE sdk manual, ive learned that its not each individual tree that is 1024x1024, but it is actually a pallate of all the trees in FS covered in that 1024x1024. Apperentently doing it this way increases peformance greatly as there is no wasted texture (it is cut out with a 1bit alpha) Im pretty sure I got that down simple enough.. 4 seasons.. 5 files, 4 seasons, 1 alpha..
also understanding the placing of autogen.. pretty simple there..
The ground textures are completly different. they come in copys, 1 file in fs = 7 files/layers to edit, using pricice calculations (no pun intended).. The layers are for AA, and again, peformance.
I havnt even begin to start to edit any of those, looks like a feat ill try tommorow..
now.. the big long agonizing questions..
Is 256x256 the max texture resoulution? What would happen if I threw in say a 1024x1024? or even a 512x512.. SDK kit doesnt really give a lot of info about the limits of the FS engine..
also, in Image Tool there is a format option for pretty much everything.. lol 1 bit, all the way up to 32.. but then it went into dxt1, dxt2, and dxt3.. what is that? how deoes that affect the textures?
Thanks guys helps appreachiated!!
I am somwhere I don't know where I am!!!&&
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