This topic contains 2 replies, has 0 voices, and was last updated by  ArmorWraith 4 years, 2 months ago.

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  • #7310

    imported_gcamp
    Participant

    You should leave all landscape maps (height maps not texture maps) as png or bmp otherwise different clients may decode them differently. Png is probably just as good as BMP for high rez textures it is lossless and compressed.

    #61233

    Thrax
    Participant

    @armorwraith wrote:

    Hey Thrax what was the optimum number of tris or file size for new tanks?
    Im designing some new models for tanks 😀

    Armor

    Low class : 1000-2000
    Med class: 5-6000
    High detail: ~10000 polys

    Since the tanks aren’t really zoomed into and examined much during play,
    there’s no use making them exceedingly elaborate.

    #61234

    Laptops Daddy
    Participant

    png files use a similar compression technique to zip. it’s a kind of dictionary coding. compressed size/efficiency depends on the amount of repetition in the image. jpeg uses something called quantisation (ie, the colour values are quantised (rounded)) before compression, which breaks any repetition and often leads to a larger file than png. cool for photo’s, bad for stuff with blocks of solid colour.

    the question about metadata:
    removing jpeg metadata won’t affect image quality in any way. y’should also remove superfluous ancillary chunks from png files if you want the smallest sizes. (same sort of thing)

    ps:
    if you really want to squeeze every byte, most image editors will give you the option of reducing the number of colours. your bmps need to be 24bit, but there’s nothing to say a 24bit bmp cant have only 128 colours.

    #61235

    ArmorWraith
    Participant

    So For a Final Wrap Up on the indexed heightmaps and .Ogg Format.

    I have found that when working in Photoshop CS3. To reduce File-size:

    – Use .Png Format
    – Create Your Heightmap
    – Convert image to pure black and white
    – Index the colors with the “exact” setting

    This will produce a heightmap with the minimal filesize and avoid reducing the image quality.

    For Ogg:

    In audacity you simply go to preferences and reduce the Ogg slider for quality, there is no discernible difference to the ear with the current engine, and it will save you loads of file space.

    Do not forget to turn off your computers equalizer settings or you will distort the sound through a playback recording.

    Furthermore ensure that you convert the final sound effect to a mono track, as the engine will properly calculate its drop off and distance.

    Cheers,

    Armor

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