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chriscalef

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  1. Yeah, DXT1 looks fine to me, all together it came out about half the size of the original png with mipmapping on board, so, yay! Thanks a lot.
  2. Ah, thanks, I didn't know that, and that explains why so often there are triangles that extend off the right side of the file. They do sometimes put two textures next to each other, but it's not the typical case, and there are definitely a lot of UVs that go into space on the right, so maybe they just know which is which somehow. Re: going to yell at them, good luck with that, it's a bunch of part time volunteer people with mixed skill levels, same as every other open source project, and they have their own set of flame wars ongoing, feel free to go start one if you want but don't tell anybody you're with me. ;) :lol:
  3. Sweet, thanks! :mrgreen:
  4. Oh, nice, that came out smaller than the original png file! :-)
  5. And yeah, it looks like flightgear does do mipmapping, but apparently not with this texture, this is coming from sort of a side project within flightgear, called osm2city.
  6. Okay, I found the DDS plugin for gimp and installed it, seems to work fine. Should I use compression on it? If so, which one?
  7. Sure, here's the texture: http://chriscalef.com/files/atlas_facades.png Thanks for the help! They probably don't use mipmaps in flightgear, I'll find out though.
  8. Any idea how much would be a lot? And would it be affecting performance in any other way? I'd rather not have to define my own mipmapping unless the cost is significant, because I'm lazy and don't like to work. :-)
  9. I didn't create it, so I don't know why it has to be 16384, I expect the FlightGear artists just kept making it bigger and sticking more textures onto the bottom of it. It's only 256 pixels wide.
  10. chriscalef

    MipLevels = 13

    Just wanted to drop a comment here, in case anyone else ever runs across this issue, it took me a second to figure out what the problem was. The symptom: I was trying to import a set of building models which all reference the same huge texture, in order to reduce load on the graphics card. Great strategy, but when I tried to load it in Torque I got a hard crash every time. On debugging, I got a message about mipLevels greater than maxMipLevels. The solution: after searching around a while I found the following in gfx/bitmap/gBitmap.h: c_maxMipLevels = 13; The comments indicate that 13 takes you up to 4000 pixels or so, but my situation requires 16384 pixels high, so I jacked that up to 15 and now it works. I don't know if there are any negative side effects to doing this, does it allocate a giant buffer somewhere for every image now, or something terrible like that? I haven't noticed any ill effects so far anyway.
  11. Wow, that's quite a resource! Thanks for that one as well.
  12. Cool, good idea re: the ribbons, thanks @Jason Campbell!
  13. Well this is weird, do forum posts have to get reviewed before publishing now? I have a reply waiting but it is not publishing...
  14. Thanks, Duion! Hehe, sorry about the flying sandbags, they've since been fixed, they were placed at terrain height in an earlier rendition and then the ground changed under them. :-) The textures could certainly use an overhaul, no argument there. I can't replace the terrain itself, as in the heights, because I need to stay matched to what FlightGear has so my heli can still land on the ground. However, what I can do is replace the current FG terrain for this area with some higher res height data, this was built off of 30m height data and I have access to 10m height data, which should help a lot. I hope it fixes the river, because the biggest problem right now is the Willamette River in FG overflows its banks and knocks out several blocks of downtown on its west side. That's what those empty blocks are on the right side of the picture, because the osm2city tool I used to generate the buildings wouldn't put them in the water. One thing I could really use some help on is the weapons effects - I haven't done a lot of really high grade work with Torque particle systems, I guess I should go through the AFX stuff and see if anything pops out. The biggest issue right now is the machine guns, I have an attempt at a rocket, but my machine guns are just a raycast and a particle effect where they hit, I really need a falling stream of bullets/tracers. I'm thinking about trying to do that with PhysX but I'm open to suggestions. I need collision detection where they land so I'm not sure I can do it with particles.
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