Author
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Topic: Textures
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Cris-Kreg Michaels Member Posts: 277 From:ISIA Camp 32B, Diomede Island Registered: Oct 2001
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posted 05-10-2002 07:59 AM
How many textures can you actually have in a texture set? Is there a limit? Is there a limit to how many different textures that you can use in a level?IP: Logged |
Malte Member Posts: 146 From:Germany Registered: Apr 2002
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posted 05-10-2002 09:22 AM
I don't know whether there's a limit for the tiles in the TGA file. But I think if you add the size of the object textures in your WAD (TRWEST shows that size when you save your WAD) and the size of the TGA file it mustn't be bigger than 4 MB.IP: Logged |
Phabius Phodes Member Posts: 677 From:Sao Paulo, SP, Brazil Registered: Jun 2001
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posted 05-10-2002 09:58 AM
Safe number: 128 texture tiles per TGA file.IP: Logged |
aktrekker Member Posts: 1090 From:WA, USA Registered: Apr 2001
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posted 05-10-2002 10:07 AM
Maximum tiles per TGA is 256. But with that many tiles, a texture guru could create a masterpiece worthy of the title. Most Core levels are around 128 tiles more or less.
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David 070 Member Posts: 254 From: Registered: Apr 2001
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posted 05-10-2002 05:23 PM
i have a question about eidos's texture sets...why are there black empty squares in most of there texture sets??? is there some reason??? IP: Logged |
Jaxx Member Posts: 100 From:Australia Registered: Sep 2001
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posted 05-11-2002 01:24 AM
I have found that after using over 35 4x1 lines in texture edit the textures don't match the grren box when you click on them in room edit.IP: Logged |
noangel Member Posts: 57 From:buenos aires, argentina Registered: Aug 2001
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posted 05-11-2002 11:17 AM
does anyone know why do I get an error message while trying to play my level it I applied the textures to it? If I clear the rooms it can be played ???
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aktrekker Member Posts: 1090 From:WA, USA Registered: Apr 2001
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posted 05-11-2002 12:09 PM
The empty black squares - I know this one. In the room editor, transparent pixels are given the color magenta (or pink/purple, depending on how you see it). When you convert your level, those pixels are changed to black. When the game plays, all black pixels are treated as see-thru. Also when converting the level, tom2pc compresses the textures into pages. Sometimes it leaves space at the end of a page, and makes that extra space black. When you rip the textures from a TR file, you get all of the used room textures plus wad textures mixed together, in the "paged" form with extra space. If the ripper program does not change the black pixels back to magenta, you see the black tiles instead of what they really are, magenta. This is necessary because when the room editor loads a TGA file, if it finds more than one tile that is all the transparent color, it ignores any tiles that come after that. So the tiles must be left black or the TGA won't load right. The only other way to deal with this would be to compress all of the texture pages, eliminating the transparent tiles. This will work fine if you are just extracting the textures for use in a level. But it is alot of work. I took the easy way out for something I am working on - change all black pixels to magenta. Then if any tiles are completely transparent, change them back to black. This way, textures with transparent pixels, like windows, will still have their transparency.Anyway, I'm rambling. Guess I'll stop
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